data
align 4
LABELV playerMins
byte 4 3245342720
byte 4 3245342720
byte 4 3250585600
align 4
LABELV playerMaxs
byte 4 1097859072
byte 4 1097859072
byte 4 1109393408
export SP_info_player_deathmatch
code
proc SP_info_player_deathmatch 8 12
file "../g_client.c"
line 22
;1:// Copyright (C) 1999-2000 Id Software, Inc.
;2://
;3:#include "g_local.h"
;4:#include "..\ghoul2\g2.h"
;5:
;6:// g_client.c -- client functions that don't happen every frame
;7:
;8:static vec3_t	playerMins = {-15, -15, DEFAULT_MINS_2};
;9:static vec3_t	playerMaxs = {15, 15, DEFAULT_MAXS_2};
;10:
;11:extern qboolean G_CheckMaxConnections( char *from );
;12:
;13:forcedata_t Client_Force[MAX_CLIENTS];
;14:
;15:/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
;16:potential spawning position for deathmatch games.
;17:The first time a player enters the game, they will be at an 'initial' spot.
;18:Targets will be fired when someone spawns in on them.
;19:"nobots" will prevent bots from using this spot.
;20:"nohumans" will prevent non-bots from using this spot.
;21:*/
;22:void SP_info_player_deathmatch( gentity_t *ent ) {
line 25
;23:	int		i;
;24:
;25:	G_SpawnInt( "nobots", "0", &i);
ADDRGP4 $79
ARGP4
ADDRGP4 $80
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 G_SpawnInt
CALLI4
pop
line 26
;26:	if ( i ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $81
line 27
;27:		ent->flags |= FL_NO_BOTS;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 472
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 8192
BORI4
ASGNI4
line 28
;28:	}
LABELV $81
line 29
;29:	G_SpawnInt( "nohumans", "0", &i );
ADDRGP4 $83
ARGP4
ADDRGP4 $80
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 G_SpawnInt
CALLI4
pop
line 30
;30:	if ( i ) {
ADDRLP4 0
INDIRI4
CNSTI4 0
EQI4 $84
line 31
;31:		ent->flags |= FL_NO_HUMANS;
ADDRLP4 4
ADDRFP4 0
INDIRP4
CNSTI4 472
ADDP4
ASGNP4
ADDRLP4 4
INDIRP4
ADDRLP4 4
INDIRP4
INDIRI4
CNSTI4 16384
BORI4
ASGNI4
line 32
;32:	}
LABELV $84
line 33
;33:}
LABELV $78
endproc SP_info_player_deathmatch 8 12
export SP_info_player_start
proc SP_info_player_start 0 4
line 38
;34:
;35:/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
;36:equivelant to info_player_deathmatch
;37:*/
;38:void SP_info_player_start(gentity_t *ent) {
line 39
;39:	ent->classname = "info_player_deathmatch";
ADDRFP4 0
INDIRP4
CNSTI4 416
ADDP4
ADDRGP4 $87
ASGNP4
line 40
;40:	SP_info_player_deathmatch( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 SP_info_player_deathmatch
CALLV
pop
line 41
;41:}
LABELV $86
endproc SP_info_player_start 0 4
export SP_info_player_imperial
proc SP_info_player_imperial 0 4
line 46
;42:
;43:/*QUAKED info_player_imperial (1 0 0) (-16 -16 -24) (16 16 32)
;44:saga start point - imperial
;45:*/
;46:void SP_info_player_imperial(gentity_t *ent) {
line 47
;47:	if (g_gametype.integer != GT_SAGA)
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
EQI4 $89
line 48
;48:	{ //turn into a DM spawn if not in saga game mode
line 49
;49:		ent->classname = "info_player_deathmatch";
ADDRFP4 0
INDIRP4
CNSTI4 416
ADDP4
ADDRGP4 $87
ASGNP4
line 50
;50:		SP_info_player_deathmatch( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 SP_info_player_deathmatch
CALLV
pop
line 51
;51:	}
LABELV $89
line 52
;52:}
LABELV $88
endproc SP_info_player_imperial 0 4
export SP_info_player_rebel
proc SP_info_player_rebel 0 4
line 57
;53:
;54:/*QUAKED info_player_rebel (1 0 0) (-16 -16 -24) (16 16 32)
;55:saga start point - rebel
;56:*/
;57:void SP_info_player_rebel(gentity_t *ent) {
line 58
;58:	if (g_gametype.integer != GT_SAGA)
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
EQI4 $93
line 59
;59:	{ //turn into a DM spawn if not in saga game mode
line 60
;60:		ent->classname = "info_player_deathmatch";
ADDRFP4 0
INDIRP4
CNSTI4 416
ADDP4
ADDRGP4 $87
ASGNP4
line 61
;61:		SP_info_player_deathmatch( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 SP_info_player_deathmatch
CALLV
pop
line 62
;62:	}
LABELV $93
line 63
;63:}
LABELV $92
endproc SP_info_player_rebel 0 4
export SP_info_player_intermission
proc SP_info_player_intermission 0 0
line 68
;64:
;65:/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
;66:The intermission will be viewed from this point.  Target an info_notnull for the view direction.
;67:*/
;68:void SP_info_player_intermission( gentity_t *ent ) {
line 70
;69:
;70:}
LABELV $96
endproc SP_info_player_intermission 0 0
export ThrowSaberToAttacker
proc ThrowSaberToAttacker 68 8
line 75
;71:
;72:#define JMSABER_RESPAWN_TIME 20000 //in case it gets stuck somewhere no one can reach
;73:
;74:void ThrowSaberToAttacker(gentity_t *self, gentity_t *attacker)
;75:{
line 76
;76:	gentity_t *ent = &g_entities[self->client->ps.saberIndex];
ADDRLP4 0
CNSTI4 852
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 620
ADDP4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 78
;77:	vec3_t a;
;78:	int altVelocity = 0;
ADDRLP4 16
CNSTI4 0
ASGNI4
line 80
;79:
;80:	if (!ent || ent->enemy != self)
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $100
ADDRLP4 0
INDIRP4
CNSTI4 728
ADDP4
INDIRP4
CVPU4 4
ADDRFP4 0
INDIRP4
CVPU4 4
EQU4 $98
LABELV $100
line 81
;81:	{ //something has gone very wrong (this should never happen)
line 86
;82:		//but in case it does.. find the saber manually
;83:#ifdef _DEBUG
;84:		Com_Printf("Lost the saber! Attempting to use global pointer..\n");
;85:#endif
;86:		ent = gJMSaberEnt;
ADDRLP4 0
ADDRGP4 gJMSaberEnt
INDIRP4
ASGNP4
line 88
;87:
;88:		if (!ent)
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $101
line 89
;89:		{
line 93
;90:#ifdef _DEBUG
;91:			Com_Printf("The global pointer was NULL. This is a bad thing.\n");
;92:#endif
;93:			return;
ADDRGP4 $97
JUMPV
LABELV $101
line 100
;94:		}
;95:
;96:#ifdef _DEBUG
;97:		Com_Printf("Got it (%i). Setting enemy to client %i.\n", ent->s.number, self->s.number);
;98:#endif
;99:
;100:		ent->enemy = self;
ADDRLP4 0
INDIRP4
CNSTI4 728
ADDP4
ADDRFP4 0
INDIRP4
ASGNP4
line 101
;101:		self->client->ps.saberIndex = ent->s.number;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 620
ADDP4
ADDRLP4 0
INDIRP4
INDIRI4
ASGNI4
line 102
;102:	}
LABELV $98
line 104
;103:
;104:	trap_SetConfigstring ( CS_CLIENT_JEDIMASTER, "-1" );
CNSTI4 28
ARGI4
ADDRGP4 $103
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 106
;105:
;106:	if (attacker && attacker->client && self->client->ps.saberInFlight)
ADDRLP4 24
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 28
CNSTU4 0
ASGNU4
ADDRLP4 24
INDIRP4
CVPU4 4
ADDRLP4 28
INDIRU4
EQU4 $104
ADDRLP4 32
CNSTI4 408
ASGNI4
ADDRLP4 24
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 28
INDIRU4
EQU4 $104
ADDRFP4 0
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRP4
CNSTI4 504
ADDP4
INDIRI4
CNSTI4 0
EQI4 $104
line 107
;107:	{ //someone killed us and we had the saber thrown, so actually move this saber to the saber location
line 110
;108:	  //if we killed ourselves with saber thrown, however, same suicide rules of respawning at spawn spot still
;109:	  //apply.
;110:		gentity_t *flyingsaber = &g_entities[self->client->ps.saberEntityNum];
ADDRLP4 36
CNSTI4 852
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 544
ADDP4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 112
;111:
;112:		if (flyingsaber && flyingsaber->inuse)
ADDRLP4 36
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $106
ADDRLP4 36
INDIRP4
CNSTI4 412
ADDP4
INDIRI4
CNSTI4 0
EQI4 $106
line 113
;113:		{
line 114
;114:			VectorCopy(flyingsaber->s.pos.trBase, ent->s.pos.trBase);
ADDRLP4 44
CNSTI4 24
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
ADDRLP4 36
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 115
;115:			VectorCopy(flyingsaber->s.pos.trDelta, ent->s.pos.trDelta);
ADDRLP4 48
CNSTI4 36
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
ADDRLP4 36
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 116
;116:			VectorCopy(flyingsaber->s.apos.trBase, ent->s.apos.trBase);
ADDRLP4 52
CNSTI4 60
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 52
INDIRI4
ADDP4
ADDRLP4 36
INDIRP4
ADDRLP4 52
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 117
;117:			VectorCopy(flyingsaber->s.apos.trDelta, ent->s.apos.trDelta);
ADDRLP4 56
CNSTI4 72
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 56
INDIRI4
ADDP4
ADDRLP4 36
INDIRP4
ADDRLP4 56
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 119
;118:
;119:			VectorCopy(flyingsaber->r.currentOrigin, ent->r.currentOrigin);
ADDRLP4 60
CNSTI4 368
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 60
INDIRI4
ADDP4
ADDRLP4 36
INDIRP4
ADDRLP4 60
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 120
;120:			VectorCopy(flyingsaber->r.currentAngles, ent->r.currentAngles);
ADDRLP4 64
CNSTI4 380
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 64
INDIRI4
ADDP4
ADDRLP4 36
INDIRP4
ADDRLP4 64
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 121
;121:			altVelocity = 1;
ADDRLP4 16
CNSTI4 1
ASGNI4
line 122
;122:		}
LABELV $106
line 123
;123:	}
LABELV $104
line 125
;124:
;125:	self->client->ps.saberInFlight = qtrue; //say he threw it anyway in order to properly remove from dead body
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 504
ADDP4
CNSTI4 1
ASGNI4
line 127
;126:
;127:	ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
ADDRGP4 $108
ARGP4
ADDRLP4 36
ADDRGP4 G_ModelIndex
CALLI4
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 212
ADDP4
ADDRLP4 36
INDIRI4
ASGNI4
line 128
;128:	ent->s.eFlags &= ~(EF_NODRAW);
ADDRLP4 40
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 40
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 129
;129:	ent->s.modelGhoul2 = 1;
ADDRLP4 0
INDIRP4
CNSTI4 204
ADDP4
CNSTI4 1
ASGNI4
line 130
;130:	ent->s.eType = ET_MISSILE;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 131
;131:	ent->enemy = NULL;
ADDRLP4 0
INDIRP4
CNSTI4 728
ADDP4
CNSTP4 0
ASGNP4
line 133
;132:
;133:	if (!attacker || !attacker->client)
ADDRLP4 44
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 48
CNSTU4 0
ASGNU4
ADDRLP4 44
INDIRP4
CVPU4 4
ADDRLP4 48
INDIRU4
EQU4 $111
ADDRLP4 44
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 48
INDIRU4
NEU4 $109
LABELV $111
line 134
;134:	{
line 135
;135:		VectorCopy(ent->s.origin2, ent->s.pos.trBase);
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 104
ADDP4
INDIRB
ASGNB 12
line 136
;136:		VectorCopy(ent->s.origin2, ent->s.origin);
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 104
ADDP4
INDIRB
ASGNB 12
line 137
;137:		VectorCopy(ent->s.origin2, ent->r.currentOrigin);
ADDRLP4 0
INDIRP4
CNSTI4 368
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 104
ADDP4
INDIRB
ASGNB 12
line 138
;138:		ent->pos2[0] = 0;
ADDRLP4 0
INDIRP4
CNSTI4 560
ADDP4
CNSTF4 0
ASGNF4
line 139
;139:		trap_LinkEntity(ent);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 140
;140:		return;
ADDRGP4 $97
JUMPV
LABELV $109
line 143
;141:	}
;142:
;143:	if (!altVelocity)
ADDRLP4 16
INDIRI4
CNSTI4 0
NEI4 $112
line 144
;144:	{
line 145
;145:		VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
ADDRLP4 52
CNSTI4 24
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 52
INDIRI4
ADDP4
ADDRFP4 0
INDIRP4
ADDRLP4 52
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 146
;146:		VectorCopy(self->s.pos.trBase, ent->s.origin);
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 147
;147:		VectorCopy(self->s.pos.trBase, ent->r.currentOrigin);
ADDRLP4 0
INDIRP4
CNSTI4 368
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 149
;148:
;149:		VectorSubtract(attacker->client->ps.origin, ent->s.pos.trBase, a);
ADDRLP4 56
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
ASGNP4
ADDRLP4 64
CNSTI4 24
ASGNI4
ADDRLP4 4
ADDRLP4 56
INDIRP4
INDIRP4
CNSTI4 20
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
ADDRLP4 64
INDIRI4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 56
INDIRP4
INDIRP4
ADDRLP4 64
INDIRI4
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+8
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 28
ADDP4
INDIRF4
ADDRLP4 0
INDIRP4
CNSTI4 32
ADDP4
INDIRF4
SUBF4
ASGNF4
line 151
;150:
;151:		VectorNormalize(a);
ADDRLP4 4
ARGP4
ADDRGP4 VectorNormalize
CALLF4
pop
line 153
;152:
;153:		ent->s.pos.trDelta[0] = a[0]*256;
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
CNSTF4 1132462080
ADDRLP4 4
INDIRF4
MULF4
ASGNF4
line 154
;154:		ent->s.pos.trDelta[1] = a[1]*256;
ADDRLP4 0
INDIRP4
CNSTI4 40
ADDP4
CNSTF4 1132462080
ADDRLP4 4+4
INDIRF4
MULF4
ASGNF4
line 155
;155:		ent->s.pos.trDelta[2] = 256;
ADDRLP4 0
INDIRP4
CNSTI4 44
ADDP4
CNSTF4 1132462080
ASGNF4
line 156
;156:	}
LABELV $112
line 158
;157:
;158:	trap_LinkEntity(ent);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 159
;159:}
LABELV $97
endproc ThrowSaberToAttacker 68 8
export JMSaberThink
proc JMSaberThink 28 4
line 162
;160:
;161:void JMSaberThink(gentity_t *ent)
;162:{
line 163
;163:	gJMSaberEnt = ent;
ADDRGP4 gJMSaberEnt
ADDRFP4 0
INDIRP4
ASGNP4
line 165
;164:
;165:	if (ent->enemy)
ADDRFP4 0
INDIRP4
CNSTI4 728
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $118
line 166
;166:	{
line 167
;167:		if (!ent->enemy->client || !ent->enemy->inuse)
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 728
ADDP4
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $122
ADDRLP4 0
INDIRP4
CNSTI4 412
ADDP4
INDIRI4
CNSTI4 0
NEI4 $120
LABELV $122
line 168
;168:		{ //disconnected?
line 169
;169:			VectorCopy(ent->enemy->s.pos.trBase, ent->s.pos.trBase);
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
CNSTI4 24
ASGNI4
ADDRLP4 4
INDIRP4
ADDRLP4 8
INDIRI4
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 728
ADDP4
INDIRP4
ADDRLP4 8
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 170
;170:			VectorCopy(ent->enemy->s.pos.trBase, ent->s.origin);
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 92
ADDP4
ADDRLP4 12
INDIRP4
CNSTI4 728
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 171
;171:			VectorCopy(ent->enemy->s.pos.trBase, ent->r.currentOrigin);
ADDRLP4 16
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 16
INDIRP4
CNSTI4 368
ADDP4
ADDRLP4 16
INDIRP4
CNSTI4 728
ADDP4
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 172
;172:			ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
ADDRGP4 $108
ARGP4
ADDRLP4 20
ADDRGP4 G_ModelIndex
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 212
ADDP4
ADDRLP4 20
INDIRI4
ASGNI4
line 173
;173:			ent->s.eFlags &= ~(EF_NODRAW);
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 -129
BANDI4
ASGNI4
line 174
;174:			ent->s.modelGhoul2 = 1;
ADDRFP4 0
INDIRP4
CNSTI4 204
ADDP4
CNSTI4 1
ASGNI4
line 175
;175:			ent->s.eType = ET_MISSILE;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 176
;176:			ent->enemy = NULL;
ADDRFP4 0
INDIRP4
CNSTI4 728
ADDP4
CNSTP4 0
ASGNP4
line 178
;177:
;178:			ent->pos2[0] = 1;
ADDRFP4 0
INDIRP4
CNSTI4 560
ADDP4
CNSTF4 1065353216
ASGNF4
line 179
;179:			ent->pos2[1] = 0; //respawn next think
ADDRFP4 0
INDIRP4
CNSTI4 564
ADDP4
CNSTF4 0
ASGNF4
line 180
;180:			trap_LinkEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 181
;181:		}
ADDRGP4 $119
JUMPV
LABELV $120
line 183
;182:		else
;183:		{
line 184
;184:			ent->pos2[1] = level.time + JMSABER_RESPAWN_TIME;
ADDRFP4 0
INDIRP4
CNSTI4 564
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 20000
ADDI4
CVIF4 4
ASGNF4
line 185
;185:		}
line 186
;186:	}
ADDRGP4 $119
JUMPV
LABELV $118
line 187
;187:	else if (ent->pos2[0] && ent->pos2[1] < level.time)
ADDRLP4 0
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 0
INDIRP4
CNSTI4 560
ADDP4
INDIRF4
CNSTF4 0
EQF4 $124
ADDRLP4 0
INDIRP4
CNSTI4 564
ADDP4
INDIRF4
ADDRGP4 level+32
INDIRI4
CVIF4 4
GEF4 $124
line 188
;188:	{
line 189
;189:		VectorCopy(ent->s.origin2, ent->s.pos.trBase);
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 24
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 104
ADDP4
INDIRB
ASGNB 12
line 190
;190:		VectorCopy(ent->s.origin2, ent->s.origin);
ADDRLP4 8
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 8
INDIRP4
CNSTI4 92
ADDP4
ADDRLP4 8
INDIRP4
CNSTI4 104
ADDP4
INDIRB
ASGNB 12
line 191
;191:		VectorCopy(ent->s.origin2, ent->r.currentOrigin);
ADDRLP4 12
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 368
ADDP4
ADDRLP4 12
INDIRP4
CNSTI4 104
ADDP4
INDIRB
ASGNB 12
line 192
;192:		ent->pos2[0] = 0;
ADDRFP4 0
INDIRP4
CNSTI4 560
ADDP4
CNSTF4 0
ASGNF4
line 193
;193:		trap_LinkEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 194
;194:	}
LABELV $124
LABELV $119
line 196
;195:
;196:	ent->nextthink = level.time + 50;
ADDRFP4 0
INDIRP4
CNSTI4 632
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 50
ADDI4
ASGNI4
line 197
;197:	G_RunObject(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_RunObject
CALLV
pop
line 198
;198:}
LABELV $117
endproc JMSaberThink 28 4
export JMSaberTouch
proc JMSaberTouch 36 12
line 201
;199:
;200:void JMSaberTouch(gentity_t *self, gentity_t *other, trace_t *trace)
;201:{
line 202
;202:	int i = 0;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 205
;203://	gentity_t *te;
;204:
;205:	if (!other || !other->client || other->health < 1)
ADDRLP4 4
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 8
CNSTU4 0
ASGNU4
ADDRLP4 4
INDIRP4
CVPU4 4
ADDRLP4 8
INDIRU4
EQU4 $132
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CVPU4 4
ADDRLP4 8
INDIRU4
EQU4 $132
ADDRLP4 4
INDIRP4
CNSTI4 676
ADDP4
INDIRI4
CNSTI4 1
GEI4 $129
LABELV $132
line 206
;206:	{
line 207
;207:		return;
ADDRGP4 $128
JUMPV
LABELV $129
line 210
;208:	}
;209:
;210:	if (self->enemy)
ADDRFP4 0
INDIRP4
CNSTI4 728
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $133
line 211
;211:	{
line 212
;212:		return;
ADDRGP4 $128
JUMPV
LABELV $133
line 215
;213:	}
;214:
;215:	if (!self->s.modelindex)
ADDRFP4 0
INDIRP4
CNSTI4 212
ADDP4
INDIRI4
CNSTI4 0
NEI4 $135
line 216
;216:	{
line 217
;217:		return;
ADDRGP4 $128
JUMPV
LABELV $135
line 220
;218:	}
;219:
;220:	if (other->client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 232
ADDP4
INDIRI4
CNSTI4 4
BANDI4
CNSTI4 0
EQI4 $137
line 221
;221:	{
line 222
;222:		return;
ADDRGP4 $128
JUMPV
LABELV $137
line 225
;223:	}
;224:
;225:	if (other->client->ps.isJediMaster)
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 604
ADDP4
INDIRI4
CNSTI4 0
EQI4 $139
line 226
;226:	{
line 227
;227:		return;
ADDRGP4 $128
JUMPV
LABELV $139
line 230
;228:	}
;229:
;230:	self->enemy = other;
ADDRFP4 0
INDIRP4
CNSTI4 728
ADDP4
ADDRFP4 4
INDIRP4
ASGNP4
line 231
;231:	other->client->ps.stats[STAT_WEAPONS] = (1 << WP_SABER);
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 232
ADDP4
CNSTI4 4
ASGNI4
line 232
;232:	other->client->ps.weapon = WP_SABER;
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 2
ASGNI4
line 233
;233:	other->s.weapon = WP_SABER;
ADDRFP4 4
INDIRP4
CNSTI4 276
ADDP4
CNSTI4 2
ASGNI4
line 234
;234:	G_AddEvent(other, EV_BECOME_JEDIMASTER, 0);
ADDRFP4 4
INDIRP4
ARGP4
CNSTI4 30
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 237
;235:
;236:	// Track the jedi master 
;237:	trap_SetConfigstring ( CS_CLIENT_JEDIMASTER, va("%i", other->s.number ) );
ADDRGP4 $141
ARGP4
ADDRFP4 4
INDIRP4
INDIRI4
ARGI4
ADDRLP4 12
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 28
ARGI4
ADDRLP4 12
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 239
;238:
;239:	if (g_spawnInvulnerability.integer)
ADDRGP4 g_spawnInvulnerability+12
INDIRI4
CNSTI4 0
EQI4 $142
line 240
;240:	{
line 241
;241:		other->client->ps.eFlags |= EF_INVULNERABLE;
ADDRLP4 16
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 108
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRI4
CNSTI4 67108864
BORI4
ASGNI4
line 242
;242:		other->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer;
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1752
ADDP4
ADDRGP4 level+32
INDIRI4
ADDRGP4 g_spawnInvulnerability+12
INDIRI4
ADDI4
ASGNI4
line 243
;243:	}
LABELV $142
line 245
;244:
;245:	trap_SendServerCommand( -1, va("cp \"%s %s\n\"", other->client->pers.netname, G_GetStripEdString("SVINGAME", "BECOMEJM")) );
ADDRGP4 $148
ARGP4
ADDRGP4 $149
ARGP4
ADDRLP4 16
ADDRGP4 G_GetStripEdString
CALLP4
ASGNP4
ADDRGP4 $147
ARGP4
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRLP4 16
INDIRP4
ARGP4
ADDRLP4 20
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 -1
ARGI4
ADDRLP4 20
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 247
;246:
;247:	other->client->ps.isJediMaster = qtrue;
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 604
ADDP4
CNSTI4 1
ASGNI4
line 248
;248:	other->client->ps.saberIndex = self->s.number;
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 620
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 250
;249:
;250:	if (other->health < 200 && other->health > 0)
ADDRLP4 24
ADDRFP4 4
INDIRP4
CNSTI4 676
ADDP4
INDIRI4
ASGNI4
ADDRLP4 24
INDIRI4
CNSTI4 200
GEI4 $150
ADDRLP4 24
INDIRI4
CNSTI4 0
LEI4 $150
line 251
;251:	{ //full health when you become the Jedi Master
line 252
;252:		other->client->ps.stats[STAT_HEALTH] = other->health = 200;
ADDRLP4 28
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 32
CNSTI4 200
ASGNI4
ADDRLP4 28
INDIRP4
CNSTI4 676
ADDP4
ADDRLP4 32
INDIRI4
ASGNI4
ADDRLP4 28
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 216
ADDP4
ADDRLP4 32
INDIRI4
ASGNI4
line 253
;253:	}
LABELV $150
line 255
;254:
;255:	if (other->client->ps.fd.forcePower < 100)
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 932
ADDP4
INDIRI4
CNSTI4 100
GEI4 $155
line 256
;256:	{
line 257
;257:		other->client->ps.fd.forcePower = 100;
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 932
ADDP4
CNSTI4 100
ASGNI4
line 258
;258:	}
ADDRGP4 $155
JUMPV
LABELV $154
line 261
;259:
;260:	while (i < NUM_FORCE_POWERS)
;261:	{
line 262
;262:		other->client->ps.fd.forcePowersKnown |= (1 << i);
ADDRLP4 28
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 844
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 1
ADDRLP4 0
INDIRI4
LSHI4
BORI4
ASGNI4
line 263
;263:		other->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_3;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 944
ADDP4
ADDP4
CNSTI4 3
ASGNI4
line 265
;264:
;265:		i++;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 266
;266:	}
LABELV $155
line 260
ADDRLP4 0
INDIRI4
CNSTI4 18
LTI4 $154
line 268
;267:
;268:	self->pos2[0] = 1;
ADDRFP4 0
INDIRP4
CNSTI4 560
ADDP4
CNSTF4 1065353216
ASGNF4
line 269
;269:	self->pos2[1] = level.time + JMSABER_RESPAWN_TIME;
ADDRFP4 0
INDIRP4
CNSTI4 564
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 20000
ADDI4
CVIF4 4
ASGNF4
line 271
;270:
;271:	self->s.modelindex = 0;
ADDRFP4 0
INDIRP4
CNSTI4 212
ADDP4
CNSTI4 0
ASGNI4
line 272
;272:	self->s.eFlags |= EF_NODRAW;
ADDRLP4 28
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 128
BORI4
ASGNI4
line 273
;273:	self->s.modelGhoul2 = 0;
ADDRFP4 0
INDIRP4
CNSTI4 204
ADDP4
CNSTI4 0
ASGNI4
line 274
;274:	self->s.eType = ET_GENERAL;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 0
ASGNI4
line 281
;275:
;276:	/*
;277:	te = G_TempEntity( vec3_origin, EV_DESTROY_GHOUL2_INSTANCE );
;278:	te->r.svFlags |= SVF_BROADCAST;
;279:	te->s.eventParm = self->s.number;
;280:	*/
;281:	G_KillG2Queue(self->s.number);
ADDRFP4 0
INDIRP4
INDIRI4
ARGI4
ADDRGP4 G_KillG2Queue
CALLV
pop
line 283
;282:
;283:	return;
LABELV $128
endproc JMSaberTouch 36 12
data
export gJMSaberEnt
align 4
LABELV gJMSaberEnt
byte 4 0
export SP_info_jedimaster_start
code
proc SP_info_jedimaster_start 8 4
line 292
;284:}
;285:
;286:gentity_t *gJMSaberEnt = NULL;
;287:
;288:/*QUAKED info_jedimaster_start (1 0 0) (-16 -16 -24) (16 16 32)
;289:"jedi master" saber spawn point
;290:*/
;291:void SP_info_jedimaster_start(gentity_t *ent)
;292:{
line 293
;293:	if (g_gametype.integer != GT_JEDIMASTER)
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
EQI4 $159
line 294
;294:	{
line 295
;295:		gJMSaberEnt = NULL;
ADDRGP4 gJMSaberEnt
CNSTP4 0
ASGNP4
line 296
;296:		G_FreeEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_FreeEntity
CALLV
pop
line 297
;297:		return;
ADDRGP4 $158
JUMPV
LABELV $159
line 300
;298:	}
;299:
;300:	ent->enemy = NULL;
ADDRFP4 0
INDIRP4
CNSTI4 728
ADDP4
CNSTP4 0
ASGNP4
line 302
;301:
;302:	ent->s.eFlags = EF_BOUNCE_HALF;
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
CNSTI4 32
ASGNI4
line 304
;303:
;304:	ent->s.modelindex = G_ModelIndex("models/weapons2/saber/saber_w.glm");
ADDRGP4 $108
ARGP4
ADDRLP4 0
ADDRGP4 G_ModelIndex
CALLI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 212
ADDP4
ADDRLP4 0
INDIRI4
ASGNI4
line 305
;305:	ent->s.modelGhoul2 = 1;
ADDRFP4 0
INDIRP4
CNSTI4 204
ADDP4
CNSTI4 1
ASGNI4
line 306
;306:	ent->s.g2radius = 20;
ADDRFP4 0
INDIRP4
CNSTI4 208
ADDP4
CNSTI4 20
ASGNI4
line 308
;307:	//ent->s.eType = ET_GENERAL;
;308:	ent->s.eType = ET_MISSILE;
ADDRFP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 3
ASGNI4
line 309
;309:	ent->s.weapon = WP_SABER;
ADDRFP4 0
INDIRP4
CNSTI4 276
ADDP4
CNSTI4 2
ASGNI4
line 310
;310:	ent->s.pos.trType = TR_GRAVITY;
ADDRFP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 5
ASGNI4
line 311
;311:	ent->s.pos.trTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 312
;312:	VectorSet( ent->r.maxs, 3, 3, 3 );
ADDRFP4 0
INDIRP4
CNSTI4 328
ADDP4
CNSTF4 1077936128
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 332
ADDP4
CNSTF4 1077936128
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 336
ADDP4
CNSTF4 1077936128
ASGNF4
line 313
;313:	VectorSet( ent->r.mins, -3, -3, -3 );
ADDRFP4 0
INDIRP4
CNSTI4 316
ADDP4
CNSTF4 3225419776
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 320
ADDP4
CNSTF4 3225419776
ASGNF4
ADDRFP4 0
INDIRP4
CNSTI4 324
ADDP4
CNSTF4 3225419776
ASGNF4
line 314
;314:	ent->r.contents = CONTENTS_TRIGGER;
ADDRFP4 0
INDIRP4
CNSTI4 340
ADDP4
CNSTI4 1024
ASGNI4
line 315
;315:	ent->clipmask = MASK_SOLID;
ADDRFP4 0
INDIRP4
CNSTI4 508
ADDP4
CNSTI4 1
ASGNI4
line 317
;316:
;317:	ent->isSaberEntity = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 812
ADDP4
CNSTI4 1
ASGNI4
line 319
;318:
;319:	ent->bounceCount = -5;
ADDRFP4 0
INDIRP4
CNSTI4 716
ADDP4
CNSTI4 -5
ASGNI4
line 321
;320:
;321:	ent->physicsObject = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 500
ADDP4
CNSTI4 1
ASGNI4
line 323
;322:
;323:	VectorCopy(ent->s.pos.trBase, ent->s.origin2); //remember the spawn spot
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 104
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 325
;324:
;325:	ent->touch = JMSaberTouch;
ADDRFP4 0
INDIRP4
CNSTI4 648
ADDP4
ADDRGP4 JMSaberTouch
ASGNP4
line 327
;326:
;327:	trap_LinkEntity(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 329
;328:
;329:	ent->think = JMSaberThink;
ADDRFP4 0
INDIRP4
CNSTI4 636
ADDP4
ADDRGP4 JMSaberThink
ASGNP4
line 330
;330:	ent->nextthink = level.time + 50;
ADDRFP4 0
INDIRP4
CNSTI4 632
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 50
ADDI4
ASGNI4
line 331
;331:}
LABELV $158
endproc SP_info_jedimaster_start 8 4
export SpotWouldTelefrag
proc SpotWouldTelefrag 4144 16
line 347
;332:
;333:/*
;334:=======================================================================
;335:
;336:  SelectSpawnPoint
;337:
;338:=======================================================================
;339:*/
;340:
;341:/*
;342:================
;343:SpotWouldTelefrag
;344:
;345:================
;346:*/
;347:qboolean SpotWouldTelefrag( gentity_t *spot ) {
line 353
;348:	int			i, num;
;349:	int			touch[MAX_GENTITIES];
;350:	gentity_t	*hit;
;351:	vec3_t		mins, maxs;
;352:
;353:	VectorAdd( spot->s.origin, playerMins, mins );
ADDRLP4 4132
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4108
ADDRLP4 4132
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ADDRGP4 playerMins
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4108+4
ADDRLP4 4132
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ADDRGP4 playerMins+4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4108+8
ADDRFP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
ADDRGP4 playerMins+8
INDIRF4
ADDF4
ASGNF4
line 354
;354:	VectorAdd( spot->s.origin, playerMaxs, maxs );
ADDRLP4 4136
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4120
ADDRLP4 4136
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ADDRGP4 playerMaxs
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4120+4
ADDRLP4 4136
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ADDRGP4 playerMaxs+4
INDIRF4
ADDF4
ASGNF4
ADDRLP4 4120+8
ADDRFP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
ADDRGP4 playerMaxs+8
INDIRF4
ADDF4
ASGNF4
line 355
;355:	num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
ADDRLP4 4108
ARGP4
ADDRLP4 4120
ARGP4
ADDRLP4 12
ARGP4
CNSTI4 1024
ARGI4
ADDRLP4 4140
ADDRGP4 trap_EntitiesInBox
CALLI4
ASGNI4
ADDRLP4 8
ADDRLP4 4140
INDIRI4
ASGNI4
line 357
;356:
;357:	for (i=0 ; i<num ; i++) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $176
JUMPV
LABELV $173
line 358
;358:		hit = &g_entities[touch[i]];
ADDRLP4 4
CNSTI4 852
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 12
ADDP4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 360
;359:		//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
;360:		if ( hit->client) {
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $177
line 361
;361:			return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $164
JUMPV
LABELV $177
line 364
;362:		}
;363:
;364:	}
LABELV $174
line 357
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $176
ADDRLP4 0
INDIRI4
ADDRLP4 8
INDIRI4
LTI4 $173
line 366
;365:
;366:	return qfalse;
CNSTI4 0
RETI4
LABELV $164
endproc SpotWouldTelefrag 4144 16
export SelectNearestDeathmatchSpawnPoint
proc SelectNearestDeathmatchSpawnPoint 40 12
line 377
;367:}
;368:
;369:/*
;370:================
;371:SelectNearestDeathmatchSpawnPoint
;372:
;373:Find the spot that we DON'T want to use
;374:================
;375:*/
;376:#define	MAX_SPAWN_POINTS	128
;377:gentity_t *SelectNearestDeathmatchSpawnPoint( vec3_t from ) {
line 383
;378:	gentity_t	*spot;
;379:	vec3_t		delta;
;380:	float		dist, nearestDist;
;381:	gentity_t	*nearestSpot;
;382:
;383:	nearestDist = 999999;
ADDRLP4 20
CNSTF4 1232348144
ASGNF4
line 384
;384:	nearestSpot = NULL;
ADDRLP4 24
CNSTP4 0
ASGNP4
line 385
;385:	spot = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
ADDRGP4 $181
JUMPV
LABELV $180
line 387
;386:
;387:	while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
line 389
;388:
;389:		VectorSubtract( spot->s.origin, from, delta );
ADDRLP4 32
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+4
ADDRLP4 0
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ADDRLP4 32
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 4+8
ADDRLP4 0
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
SUBF4
ASGNF4
line 390
;390:		dist = VectorLength( delta );
ADDRLP4 4
ARGP4
ADDRLP4 36
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 16
ADDRLP4 36
INDIRF4
ASGNF4
line 391
;391:		if ( dist < nearestDist ) {
ADDRLP4 16
INDIRF4
ADDRLP4 20
INDIRF4
GEF4 $185
line 392
;392:			nearestDist = dist;
ADDRLP4 20
ADDRLP4 16
INDIRF4
ASGNF4
line 393
;393:			nearestSpot = spot;
ADDRLP4 24
ADDRLP4 0
INDIRP4
ASGNP4
line 394
;394:		}
LABELV $185
line 395
;395:	}
LABELV $181
line 387
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 416
ARGI4
ADDRGP4 $87
ARGP4
ADDRLP4 28
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 28
INDIRP4
ASGNP4
ADDRLP4 28
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $180
line 397
;396:
;397:	return nearestSpot;
ADDRLP4 24
INDIRP4
RETP4
LABELV $179
endproc SelectNearestDeathmatchSpawnPoint 40 12
export SelectRandomDeathmatchSpawnPoint
proc SelectRandomDeathmatchSpawnPoint 532 12
line 409
;398:}
;399:
;400:
;401:/*
;402:================
;403:SelectRandomDeathmatchSpawnPoint
;404:
;405:go to a random point that doesn't telefrag
;406:================
;407:*/
;408:#define	MAX_SPAWN_POINTS	128
;409:gentity_t *SelectRandomDeathmatchSpawnPoint( void ) {
line 415
;410:	gentity_t	*spot;
;411:	int			count;
;412:	int			selection;
;413:	gentity_t	*spots[MAX_SPAWN_POINTS];
;414:
;415:	count = 0;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 416
;416:	spot = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
ADDRGP4 $189
JUMPV
LABELV $188
line 418
;417:
;418:	while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
line 419
;419:		if ( SpotWouldTelefrag( spot ) ) {
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 524
ADDRGP4 SpotWouldTelefrag
CALLI4
ASGNI4
ADDRLP4 524
INDIRI4
CNSTI4 0
EQI4 $191
line 420
;420:			continue;
ADDRGP4 $189
JUMPV
LABELV $191
line 422
;421:		}
;422:		spots[ count ] = spot;
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 423
;423:		count++;
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 424
;424:	}
LABELV $189
line 418
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 416
ARGI4
ADDRGP4 $87
ARGP4
ADDRLP4 524
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 524
INDIRP4
ASGNP4
ADDRLP4 524
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $188
line 426
;425:
;426:	if ( !count ) {	// no spots that won't telefrag
ADDRLP4 4
INDIRI4
CNSTI4 0
NEI4 $193
line 427
;427:		return G_Find( NULL, FOFS(classname), "info_player_deathmatch");
CNSTP4 0
ARGP4
CNSTI4 416
ARGI4
ADDRGP4 $87
ARGP4
ADDRLP4 528
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 528
INDIRP4
RETP4
ADDRGP4 $187
JUMPV
LABELV $193
line 430
;428:	}
;429:
;430:	selection = rand() % count;
ADDRLP4 528
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 520
ADDRLP4 528
INDIRI4
ADDRLP4 4
INDIRI4
MODI4
ASGNI4
line 431
;431:	return spots[ selection ];
ADDRLP4 520
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 8
ADDP4
INDIRP4
RETP4
LABELV $187
endproc SelectRandomDeathmatchSpawnPoint 532 12
export SelectRandomFurthestSpawnPoint
proc SelectRandomFurthestSpawnPoint 572 12
line 441
;432:}
;433:
;434:/*
;435:===========
;436:SelectRandomFurthestSpawnPoint
;437:
;438:Chooses a player start, deathmatch start, etc
;439:============
;440:*/
;441:gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) {
line 449
;442:	gentity_t	*spot;
;443:	vec3_t		delta;
;444:	float		dist;
;445:	float		list_dist[64];
;446:	gentity_t	*list_spot[64];
;447:	int			numSpots, rnd, i, j;
;448:
;449:	numSpots = 0;
ADDRLP4 520
CNSTI4 0
ASGNI4
line 450
;450:	spot = NULL;
ADDRLP4 528
CNSTP4 0
ASGNP4
ADDRGP4 $197
JUMPV
LABELV $196
line 452
;451:
;452:	while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
line 453
;453:		if ( SpotWouldTelefrag( spot ) ) {
ADDRLP4 528
INDIRP4
ARGP4
ADDRLP4 548
ADDRGP4 SpotWouldTelefrag
CALLI4
ASGNI4
ADDRLP4 548
INDIRI4
CNSTI4 0
EQI4 $199
line 454
;454:			continue;
ADDRGP4 $197
JUMPV
LABELV $199
line 456
;455:		}
;456:		VectorSubtract( spot->s.origin, avoidPoint, delta );
ADDRLP4 556
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 532
ADDRLP4 528
INDIRP4
CNSTI4 92
ADDP4
INDIRF4
ADDRLP4 556
INDIRP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 532+4
ADDRLP4 528
INDIRP4
CNSTI4 96
ADDP4
INDIRF4
ADDRLP4 556
INDIRP4
CNSTI4 4
ADDP4
INDIRF4
SUBF4
ASGNF4
ADDRLP4 532+8
ADDRLP4 528
INDIRP4
CNSTI4 100
ADDP4
INDIRF4
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
INDIRF4
SUBF4
ASGNF4
line 457
;457:		dist = VectorLength( delta );
ADDRLP4 532
ARGP4
ADDRLP4 560
ADDRGP4 VectorLength
CALLF4
ASGNF4
ADDRLP4 524
ADDRLP4 560
INDIRF4
ASGNF4
line 458
;458:		for (i = 0; i < numSpots; i++) {
ADDRLP4 516
CNSTI4 0
ASGNI4
ADDRGP4 $206
JUMPV
LABELV $203
line 459
;459:			if ( dist > list_dist[i] ) {
ADDRLP4 524
INDIRF4
ADDRLP4 516
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
INDIRF4
LEF4 $207
line 460
;460:				if ( numSpots >= 64 )
ADDRLP4 520
INDIRI4
CNSTI4 64
LTI4 $209
line 461
;461:					numSpots = 64-1;
ADDRLP4 520
CNSTI4 63
ASGNI4
LABELV $209
line 462
;462:				for (j = numSpots; j > i; j--) {
ADDRLP4 0
ADDRLP4 520
INDIRI4
ASGNI4
ADDRGP4 $214
JUMPV
LABELV $211
line 463
;463:					list_dist[j] = list_dist[j-1];
ADDRLP4 564
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 564
INDIRI4
ADDRLP4 4
ADDP4
ADDRLP4 564
INDIRI4
ADDRLP4 4-4
ADDP4
INDIRF4
ASGNF4
line 464
;464:					list_spot[j] = list_spot[j-1];
ADDRLP4 568
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 568
INDIRI4
ADDRLP4 260
ADDP4
ADDRLP4 568
INDIRI4
ADDRLP4 260-4
ADDP4
INDIRP4
ASGNP4
line 465
;465:				}
LABELV $212
line 462
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
LABELV $214
ADDRLP4 0
INDIRI4
ADDRLP4 516
INDIRI4
GTI4 $211
line 466
;466:				list_dist[i] = dist;
ADDRLP4 516
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
ADDRLP4 524
INDIRF4
ASGNF4
line 467
;467:				list_spot[i] = spot;
ADDRLP4 516
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 260
ADDP4
ADDRLP4 528
INDIRP4
ASGNP4
line 468
;468:				numSpots++;
ADDRLP4 520
ADDRLP4 520
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 469
;469:				if (numSpots > 64)
ADDRLP4 520
INDIRI4
CNSTI4 64
LEI4 $205
line 470
;470:					numSpots = 64;
ADDRLP4 520
CNSTI4 64
ASGNI4
line 471
;471:				break;
ADDRGP4 $205
JUMPV
LABELV $207
line 473
;472:			}
;473:		}
LABELV $204
line 458
ADDRLP4 516
ADDRLP4 516
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $206
ADDRLP4 516
INDIRI4
ADDRLP4 520
INDIRI4
LTI4 $203
LABELV $205
line 474
;474:		if (i >= numSpots && numSpots < 64) {
ADDRLP4 516
INDIRI4
ADDRLP4 520
INDIRI4
LTI4 $219
ADDRLP4 520
INDIRI4
CNSTI4 64
GEI4 $219
line 475
;475:			list_dist[numSpots] = dist;
ADDRLP4 520
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 4
ADDP4
ADDRLP4 524
INDIRF4
ASGNF4
line 476
;476:			list_spot[numSpots] = spot;
ADDRLP4 520
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 260
ADDP4
ADDRLP4 528
INDIRP4
ASGNP4
line 477
;477:			numSpots++;
ADDRLP4 520
ADDRLP4 520
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 478
;478:		}
LABELV $219
line 479
;479:	}
LABELV $197
line 452
ADDRLP4 528
INDIRP4
ARGP4
CNSTI4 416
ARGI4
ADDRGP4 $87
ARGP4
ADDRLP4 548
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 528
ADDRLP4 548
INDIRP4
ASGNP4
ADDRLP4 548
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $196
line 480
;480:	if (!numSpots) {
ADDRLP4 520
INDIRI4
CNSTI4 0
NEI4 $221
line 481
;481:		spot = G_Find( NULL, FOFS(classname), "info_player_deathmatch");
CNSTP4 0
ARGP4
CNSTI4 416
ARGI4
ADDRGP4 $87
ARGP4
ADDRLP4 552
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 528
ADDRLP4 552
INDIRP4
ASGNP4
line 482
;482:		if (!spot)
ADDRLP4 528
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $223
line 483
;483:			G_Error( "Couldn't find a spawn point" );
ADDRGP4 $225
ARGP4
ADDRGP4 G_Error
CALLV
pop
LABELV $223
line 484
;484:		VectorCopy (spot->s.origin, origin);
ADDRFP4 4
INDIRP4
ADDRLP4 528
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 485
;485:		origin[2] += 9;
ADDRLP4 556
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 556
INDIRP4
ADDRLP4 556
INDIRP4
INDIRF4
CNSTF4 1091567616
ADDF4
ASGNF4
line 486
;486:		VectorCopy (spot->s.angles, angles);
ADDRFP4 8
INDIRP4
ADDRLP4 528
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 487
;487:		return spot;
ADDRLP4 528
INDIRP4
RETP4
ADDRGP4 $195
JUMPV
LABELV $221
line 491
;488:	}
;489:
;490:	// select a random spot from the spawn points furthest away
;491:	rnd = random() * (numSpots / 2);
ADDRLP4 552
ADDRGP4 rand
CALLI4
ASGNI4
ADDRLP4 544
ADDRLP4 552
INDIRI4
CNSTI4 32767
BANDI4
CVIF4 4
CNSTF4 1191181824
DIVF4
ADDRLP4 520
INDIRI4
CNSTI4 2
DIVI4
CVIF4 4
MULF4
CVFI4 4
ASGNI4
line 493
;492:
;493:	VectorCopy (list_spot[rnd]->s.origin, origin);
ADDRFP4 4
INDIRP4
ADDRLP4 544
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 260
ADDP4
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 494
;494:	origin[2] += 9;
ADDRLP4 556
ADDRFP4 4
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 556
INDIRP4
ADDRLP4 556
INDIRP4
INDIRF4
CNSTF4 1091567616
ADDF4
ASGNF4
line 495
;495:	VectorCopy (list_spot[rnd]->s.angles, angles);
ADDRFP4 8
INDIRP4
ADDRLP4 544
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 260
ADDP4
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 497
;496:
;497:	return list_spot[rnd];
ADDRLP4 544
INDIRI4
CNSTI4 2
LSHI4
ADDRLP4 260
ADDP4
INDIRP4
RETP4
LABELV $195
endproc SelectRandomFurthestSpawnPoint 572 12
export G_FindClientByName
proc G_FindClientByName 12 8
line 508
;498:}
;499:
;500:/*
;501:===========
;502:
;503:G_FindClientByName - MJN
;504:
;505:============
;506:*/
;507:gclient_t *G_FindClientByName ( const char* name, int ignoreNum )
;508:{
line 511
;509:	int		i;
;510:	
;511:	for ( i = 0; i < level.numConnectedClients; i ++ )
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $230
JUMPV
LABELV $227
line 512
;512:	{
line 513
;513:		gentity_t* ent = &g_entities[level.sortedClients[i]];
ADDRLP4 4
CNSTI4 852
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 515
;514:
;515:		if ( level.sortedClients[i] == ignoreNum )
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+84
ADDP4
INDIRI4
ADDRFP4 4
INDIRI4
NEI4 $233
line 516
;516:		{
line 517
;517:			continue;
ADDRGP4 $228
JUMPV
LABELV $233
line 520
;518:		}
;519:		
;520:		if ( Q_stricmp ( name, ent->client->pers.netname ) == 0 )
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRLP4 8
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 8
INDIRI4
CNSTI4 0
NEI4 $236
line 521
;521:		{
line 522
;522:			return ent->client;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
RETP4
ADDRGP4 $226
JUMPV
LABELV $236
line 524
;523:		}
;524:	}
LABELV $228
line 511
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $230
ADDRLP4 0
INDIRI4
ADDRGP4 level+72
INDIRI4
LTI4 $227
line 526
;525:
;526:	return NULL;
CNSTP4 0
RETP4
LABELV $226
endproc G_FindClientByName 12 8
export SelectSpawnPoint
proc SelectSpawnPoint 4 12
line 536
;527:}
;528:
;529:/*
;530:===========
;531:SelectSpawnPoint
;532:
;533:Chooses a player start, deathmatch start, etc
;534:============
;535:*/
;536:gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ) {
line 537
;537:	return SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles );
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRFP4 8
INDIRP4
ARGP4
ADDRLP4 0
ADDRGP4 SelectRandomFurthestSpawnPoint
CALLP4
ASGNP4
ADDRLP4 0
INDIRP4
RETP4
LABELV $238
endproc SelectSpawnPoint 4 12
export SelectInitialSpawnPoint
proc SelectInitialSpawnPoint 20 12
line 576
;538:
;539:	/*
;540:	gentity_t	*spot;
;541:	gentity_t	*nearestSpot;
;542:
;543:	nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint );
;544:
;545:	spot = SelectRandomDeathmatchSpawnPoint ( );
;546:	if ( spot == nearestSpot ) {
;547:		// roll again if it would be real close to point of death
;548:		spot = SelectRandomDeathmatchSpawnPoint ( );
;549:		if ( spot == nearestSpot ) {
;550:			// last try
;551:			spot = SelectRandomDeathmatchSpawnPoint ( );
;552:		}		
;553:	}
;554:
;555:	// find a single player start spot
;556:	if (!spot) {
;557:		G_Error( "Couldn't find a spawn point" );
;558:	}
;559:
;560:	VectorCopy (spot->s.origin, origin);
;561:	origin[2] += 9;
;562:	VectorCopy (spot->s.angles, angles);
;563:
;564:	return spot;
;565:	*/
;566:}
;567:
;568:/*
;569:===========
;570:SelectInitialSpawnPoint
;571:
;572:Try to find a spawn point marked 'initial', otherwise
;573:use normal spawn selection.
;574:============
;575:*/
;576:gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ) {
line 579
;577:	gentity_t	*spot;
;578:
;579:	spot = NULL;
ADDRLP4 0
CNSTP4 0
ASGNP4
ADDRGP4 $241
JUMPV
LABELV $240
line 580
;580:	while ((spot = G_Find (spot, FOFS(classname), "info_player_deathmatch")) != NULL) {
line 581
;581:		if ( spot->spawnflags & 1 ) {
ADDRLP4 0
INDIRP4
CNSTI4 420
ADDP4
INDIRI4
CNSTI4 1
BANDI4
CNSTI4 0
EQI4 $243
line 582
;582:			break;
ADDRGP4 $242
JUMPV
LABELV $243
line 584
;583:		}
;584:	}
LABELV $241
line 580
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 416
ARGI4
ADDRGP4 $87
ARGP4
ADDRLP4 4
ADDRGP4 G_Find
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 4
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $240
LABELV $242
line 586
;585:
;586:	if ( !spot || SpotWouldTelefrag( spot ) ) {
ADDRLP4 0
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $247
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 12
ADDRGP4 SpotWouldTelefrag
CALLI4
ASGNI4
ADDRLP4 12
INDIRI4
CNSTI4 0
EQI4 $245
LABELV $247
line 587
;587:		return SelectSpawnPoint( vec3_origin, origin, angles );
ADDRGP4 vec3_origin
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRFP4 4
INDIRP4
ARGP4
ADDRLP4 16
ADDRGP4 SelectSpawnPoint
CALLP4
ASGNP4
ADDRLP4 16
INDIRP4
RETP4
ADDRGP4 $239
JUMPV
LABELV $245
line 590
;588:	}
;589:
;590:	VectorCopy (spot->s.origin, origin);
ADDRFP4 0
INDIRP4
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
INDIRB
ASGNB 12
line 591
;591:	origin[2] += 9;
ADDRLP4 16
ADDRFP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 16
INDIRP4
ADDRLP4 16
INDIRP4
INDIRF4
CNSTF4 1091567616
ADDF4
ASGNF4
line 592
;592:	VectorCopy (spot->s.angles, angles);
ADDRFP4 4
INDIRP4
ADDRLP4 0
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 594
;593:
;594:	return spot;
ADDRLP4 0
INDIRP4
RETP4
LABELV $239
endproc SelectInitialSpawnPoint 20 12
export SelectSpectatorSpawnPoint
proc SelectSpectatorSpawnPoint 0 0
line 603
;595:}
;596:
;597:/*
;598:===========
;599:SelectSpectatorSpawnPoint
;600:
;601:============
;602:*/
;603:gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) {
line 604
;604:	FindIntermissionPoint();
ADDRGP4 FindIntermissionPoint
CALLV
pop
line 606
;605:
;606:	VectorCopy( level.intermission_origin, origin );
ADDRFP4 0
INDIRP4
ADDRGP4 level+9024
INDIRB
ASGNB 12
line 607
;607:	VectorCopy( level.intermission_angle, angles );
ADDRFP4 4
INDIRP4
ADDRGP4 level+9036
INDIRB
ASGNB 12
line 609
;608:
;609:	return NULL;
CNSTP4 0
RETP4
LABELV $248
endproc SelectSpectatorSpawnPoint 0 0
export InitBodyQue
proc InitBodyQue 12 0
line 635
;610:}
;611:
;612:/*
;613:=======================================================================
;614:
;615:BODYQUE
;616:
;617:=======================================================================
;618:*/
;619:
;620:/*
;621:=======================================================================
;622:
;623:BODYQUE
;624:
;625:=======================================================================
;626:*/
;627:
;628:#define BODY_SINK_TIME		45000
;629:
;630:/*
;631:===============
;632:InitBodyQue
;633:===============
;634:*/
;635:void InitBodyQue (void) {
line 639
;636:	int		i;
;637:	gentity_t	*ent;
;638:
;639:	level.bodyQueIndex = 0;
ADDRGP4 level+9056
CNSTI4 0
ASGNI4
line 640
;640:	for (i=0; i<BODY_QUEUE_SIZE ; i++) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $253
line 641
;641:		ent = G_Spawn();
ADDRLP4 8
ADDRGP4 G_Spawn
CALLP4
ASGNP4
ADDRLP4 0
ADDRLP4 8
INDIRP4
ASGNP4
line 642
;642:		ent->classname = "bodyque";
ADDRLP4 0
INDIRP4
CNSTI4 416
ADDP4
ADDRGP4 $257
ASGNP4
line 643
;643:		ent->neverFree = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 468
ADDP4
CNSTI4 1
ASGNI4
line 644
;644:		level.bodyQue[i] = ent;
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+9060
ADDP4
ADDRLP4 0
INDIRP4
ASGNP4
line 645
;645:	}
LABELV $254
line 640
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 8
LTI4 $253
line 646
;646:}
LABELV $251
endproc InitBodyQue 12 0
export BodySink
proc BodySink 4 4
line 655
;647:
;648:/*
;649:=============
;650:BodySink
;651:
;652:After sitting around for five seconds, fall into the ground and dissapear
;653:=============
;654:*/
;655:void BodySink( gentity_t *ent ) {
line 656
;656:	if ( level.time - ent->timestamp > BODY_SINK_TIME + 1500 ) {
ADDRGP4 level+32
INDIRI4
ADDRFP4 0
INDIRP4
CNSTI4 576
ADDP4
INDIRI4
SUBI4
CNSTI4 46500
LEI4 $260
line 658
;657:		// the body ques are never actually freed, they are just unlinked
;658:		trap_UnlinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 659
;659:		ent->physicsObject = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 500
ADDP4
CNSTI4 0
ASGNI4
line 660
;660:		return;	
ADDRGP4 $259
JUMPV
LABELV $260
line 662
;661:	}
;662:	ent->nextthink = level.time + 100;
ADDRFP4 0
INDIRP4
CNSTI4 632
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 100
ADDI4
ASGNI4
line 663
;663:	ent->s.pos.trBase[2] -= 1;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 32
ADDP4
ASGNP4
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
INDIRF4
CNSTF4 1065353216
SUBF4
ASGNF4
line 664
;664:}
LABELV $259
endproc BodySink 4 4
export CopyToBodyQue
proc CopyToBodyQue 64 12
line 674
;665:
;666:/*
;667:=============
;668:CopyToBodyQue
;669:
;670:A player is respawning, so make an entity that looks
;671:just like the existing corpse to leave behind.
;672:=============
;673:*/
;674:void CopyToBodyQue( gentity_t *ent ) {
line 678
;675:	gentity_t		*body;
;676:	int			contents;
;677:
;678:	if (level.intermissiontime)
ADDRGP4 level+9008
INDIRI4
CNSTI4 0
EQI4 $265
line 679
;679:	{
line 680
;680:		return;
ADDRGP4 $264
JUMPV
LABELV $265
line 683
;681:	}
;682:
;683:	trap_UnlinkEntity (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 686
;684:
;685:	// if client is in a nodrop area, don't leave the body
;686:	contents = trap_PointContents( ent->s.origin, -1 );
ADDRFP4 0
INDIRP4
CNSTI4 92
ADDP4
ARGP4
CNSTI4 -1
ARGI4
ADDRLP4 8
ADDRGP4 trap_PointContents
CALLI4
ASGNI4
ADDRLP4 4
ADDRLP4 8
INDIRI4
ASGNI4
line 687
;687:	if ( contents & CONTENTS_NODROP ) {
ADDRLP4 4
INDIRI4
CNSTI4 2048
BANDI4
CNSTI4 0
EQI4 $268
line 688
;688:		return;
ADDRGP4 $264
JUMPV
LABELV $268
line 691
;689:	}
;690:
;691:	if (ent->client && (ent->client->ps.eFlags & EF_DISINTEGRATION))
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $270
ADDRLP4 12
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
CNSTI4 33554432
BANDI4
CNSTI4 0
EQI4 $270
line 692
;692:	{ //for now, just don't spawn a body if you got disint'd
line 693
;693:		return;
ADDRGP4 $264
JUMPV
LABELV $270
line 697
;694:	}
;695:
;696:	// grab a body que and cycle to the next one
;697:	body = level.bodyQue[ level.bodyQueIndex ];
ADDRLP4 0
ADDRGP4 level+9056
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 level+9060
ADDP4
INDIRP4
ASGNP4
line 698
;698:	level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;
ADDRGP4 level+9056
ADDRGP4 level+9056
INDIRI4
CNSTI4 1
ADDI4
CNSTI4 8
MODI4
ASGNI4
line 700
;699:
;700:	trap_UnlinkEntity (body);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 701
;701:	body->s = ent->s;
ADDRLP4 0
INDIRP4
ADDRFP4 0
INDIRP4
INDIRB
ASGNB 296
line 704
;702:
;703:	//avoid oddly angled corpses floating around
;704:	body->s.angles[PITCH] = body->s.angles[ROLL] = body->s.apos.trBase[PITCH] = body->s.apos.trBase[ROLL] = 0;
ADDRLP4 20
CNSTF4 0
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 68
ADDP4
ADDRLP4 20
INDIRF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 60
ADDP4
ADDRLP4 20
INDIRF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 124
ADDP4
ADDRLP4 20
INDIRF4
ASGNF4
ADDRLP4 0
INDIRP4
CNSTI4 116
ADDP4
ADDRLP4 20
INDIRF4
ASGNF4
line 706
;705:
;706:	body->s.g2radius = 100;
ADDRLP4 0
INDIRP4
CNSTI4 208
ADDP4
CNSTI4 100
ASGNI4
line 708
;707:
;708:	body->s.eType = ET_BODY;
ADDRLP4 0
INDIRP4
CNSTI4 4
ADDP4
CNSTI4 15
ASGNI4
line 709
;709:	body->s.eFlags = EF_DEAD;		// clear EF_TALK, etc
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
CNSTI4 1
ASGNI4
line 711
;710:
;711:	if (ent->client && (ent->client->ps.eFlags & EF_DISINTEGRATION))
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ASGNP4
ADDRLP4 24
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $276
ADDRLP4 24
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
CNSTI4 33554432
BANDI4
CNSTI4 0
EQI4 $276
line 712
;712:	{
line 713
;713:		body->s.eFlags |= EF_DISINTEGRATION;
ADDRLP4 28
ADDRLP4 0
INDIRP4
CNSTI4 8
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 33554432
BORI4
ASGNI4
line 714
;714:	}
LABELV $276
line 716
;715:
;716:	VectorCopy(ent->client->ps.lastHitLoc, body->s.origin2);
ADDRLP4 0
INDIRP4
CNSTI4 104
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1368
ADDP4
INDIRB
ASGNB 12
line 718
;717:
;718:	body->s.powerups = 0;	// clear powerups
ADDRLP4 0
INDIRP4
CNSTI4 272
ADDP4
CNSTI4 0
ASGNI4
line 719
;719:	body->s.loopSound = 0;	// clear lava burning
ADDRLP4 0
INDIRP4
CNSTI4 200
ADDP4
CNSTI4 0
ASGNI4
line 720
;720:	body->s.number = body - g_entities;
ADDRLP4 0
INDIRP4
ADDRLP4 0
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 852
DIVI4
ASGNI4
line 721
;721:	body->timestamp = level.time;
ADDRLP4 0
INDIRP4
CNSTI4 576
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 722
;722:	body->physicsObject = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 500
ADDP4
CNSTI4 1
ASGNI4
line 723
;723:	body->physicsBounce = 0;		// don't bounce
ADDRLP4 0
INDIRP4
CNSTI4 504
ADDP4
CNSTF4 0
ASGNF4
line 724
;724:	if ( body->s.groundEntityNum == ENTITYNUM_NONE ) {
ADDRLP4 0
INDIRP4
CNSTI4 192
ADDP4
INDIRI4
CNSTI4 1023
NEI4 $279
line 725
;725:		body->s.pos.trType = TR_GRAVITY;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 5
ASGNI4
line 726
;726:		body->s.pos.trTime = level.time;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 727
;727:		VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
ADDRLP4 0
INDIRP4
CNSTI4 36
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 32
ADDP4
INDIRB
ASGNB 12
line 728
;728:	} else {
ADDRGP4 $280
JUMPV
LABELV $279
line 729
;729:		body->s.pos.trType = TR_STATIONARY;
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
CNSTI4 0
ASGNI4
line 730
;730:	}
LABELV $280
line 731
;731:	body->s.event = 0;
ADDRLP4 0
INDIRP4
CNSTI4 252
ADDP4
CNSTI4 0
ASGNI4
line 733
;732:
;733:	body->s.weapon = ent->s.bolt2;
ADDRLP4 0
INDIRP4
CNSTI4 276
ADDP4
ADDRFP4 0
INDIRP4
CNSTI4 144
ADDP4
INDIRI4
ASGNI4
line 735
;734:
;735:	if (body->s.weapon == WP_SABER && ent->client->ps.saberInFlight)
ADDRLP4 0
INDIRP4
CNSTI4 276
ADDP4
INDIRI4
CNSTI4 2
NEI4 $282
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 504
ADDP4
INDIRI4
CNSTI4 0
EQI4 $282
line 736
;736:	{
line 737
;737:		body->s.weapon = WP_BLASTER; //lie to keep from putting a saber on the corpse, because it was thrown at death
ADDRLP4 0
INDIRP4
CNSTI4 276
ADDP4
CNSTI4 4
ASGNI4
line 738
;738:	}
LABELV $282
line 740
;739:
;740:	G_AddEvent(body, EV_BODY_QUEUE_COPY, ent->s.clientNum);
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 109
ARGI4
ADDRFP4 0
INDIRP4
CNSTI4 220
ADDP4
INDIRI4
ARGI4
ADDRGP4 G_AddEvent
CALLV
pop
line 742
;741:
;742:	body->r.svFlags = ent->r.svFlags | SVF_BROADCAST;
ADDRLP4 32
CNSTI4 304
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
ADDRFP4 0
INDIRP4
ADDRLP4 32
INDIRI4
ADDP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 743
;743:	VectorCopy (ent->r.mins, body->r.mins);
ADDRLP4 36
CNSTI4 316
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
ADDRFP4 0
INDIRP4
ADDRLP4 36
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 744
;744:	VectorCopy (ent->r.maxs, body->r.maxs);
ADDRLP4 40
CNSTI4 328
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 40
INDIRI4
ADDP4
ADDRFP4 0
INDIRP4
ADDRLP4 40
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 745
;745:	VectorCopy (ent->r.absmin, body->r.absmin);
ADDRLP4 44
CNSTI4 344
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
ADDRFP4 0
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 746
;746:	VectorCopy (ent->r.absmax, body->r.absmax);
ADDRLP4 48
CNSTI4 356
ASGNI4
ADDRLP4 0
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
ADDRFP4 0
INDIRP4
ADDRLP4 48
INDIRI4
ADDP4
INDIRB
ASGNB 12
line 748
;747:
;748:	body->s.torsoAnim = body->s.legsAnim = ent->client->ps.legsAnim & ~ANIM_TOGGLEBIT;
ADDRLP4 56
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 92
ADDP4
INDIRI4
CNSTI4 -2049
BANDI4
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 280
ADDP4
ADDRLP4 56
INDIRI4
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 284
ADDP4
ADDRLP4 56
INDIRI4
ASGNI4
line 750
;749:
;750:	body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
ADDRLP4 0
INDIRP4
CNSTI4 508
ADDP4
CNSTI4 17
ASGNI4
line 751
;751:	body->r.contents = CONTENTS_CORPSE;
ADDRLP4 0
INDIRP4
CNSTI4 340
ADDP4
CNSTI4 512
ASGNI4
line 752
;752:	body->r.ownerNum = ent->s.number;
ADDRLP4 0
INDIRP4
CNSTI4 396
ADDP4
ADDRFP4 0
INDIRP4
INDIRI4
ASGNI4
line 754
;753:
;754:	body->nextthink = level.time + BODY_SINK_TIME;
ADDRLP4 0
INDIRP4
CNSTI4 632
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 45000
ADDI4
ASGNI4
line 755
;755:	body->think = BodySink;
ADDRLP4 0
INDIRP4
CNSTI4 636
ADDP4
ADDRGP4 BodySink
ASGNP4
line 757
;756:
;757:	body->die = body_die;
ADDRLP4 0
INDIRP4
CNSTI4 660
ADDP4
ADDRGP4 body_die
ASGNP4
line 760
;758:
;759:	// don't take more damage if already gibbed
;760:	if ( ent->health <= GIB_HEALTH ) {
ADDRFP4 0
INDIRP4
CNSTI4 676
ADDP4
INDIRI4
CNSTI4 -40
GTI4 $285
line 761
;761:		body->takedamage = qfalse;
ADDRLP4 0
INDIRP4
CNSTI4 680
ADDP4
CNSTI4 0
ASGNI4
line 762
;762:	} else {
ADDRGP4 $286
JUMPV
LABELV $285
line 763
;763:		body->takedamage = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 680
ADDP4
CNSTI4 1
ASGNI4
line 764
;764:	}
LABELV $286
line 766
;765:
;766:	VectorCopy ( body->s.pos.trBase, body->r.currentOrigin );
ADDRLP4 0
INDIRP4
CNSTI4 368
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 24
ADDP4
INDIRB
ASGNB 12
line 767
;767:	trap_LinkEntity (body);
ADDRLP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 768
;768:}
LABELV $264
endproc CopyToBodyQue 64 12
export SetClientViewAngle
proc SetClientViewAngle 16 0
line 779
;769:
;770://======================================================================
;771:
;772:
;773:/*
;774:==================
;775:SetClientViewAngle
;776:
;777:==================
;778:*/
;779:void SetClientViewAngle( gentity_t *ent, vec3_t angle ) {
line 783
;780:	int			i;
;781:
;782:	// set the delta angle
;783:	for (i=0 ; i<3 ; i++) {
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $288
line 786
;784:		int		cmdAngle;
;785:
;786:		cmdAngle = ANGLE2SHORT(angle[i]);
ADDRLP4 4
CNSTF4 1199570944
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 4
INDIRP4
ADDP4
INDIRF4
MULF4
CNSTF4 1135869952
DIVF4
CVFI4 4
CNSTI4 65535
BANDI4
ASGNI4
line 787
;787:		ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i];
ADDRLP4 8
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 12
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ASGNP4
ADDRLP4 8
INDIRI4
ADDRLP4 12
INDIRP4
CNSTI4 68
ADDP4
ADDP4
ADDRLP4 4
INDIRI4
ADDRLP4 8
INDIRI4
ADDRLP4 12
INDIRP4
CNSTI4 1388
ADDP4
ADDP4
INDIRI4
SUBI4
ASGNI4
line 788
;788:	}
LABELV $289
line 783
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 3
LTI4 $288
line 789
;789:	VectorCopy( angle, ent->s.angles );
ADDRFP4 0
INDIRP4
CNSTI4 116
ADDP4
ADDRFP4 4
INDIRP4
INDIRB
ASGNB 12
line 790
;790:	VectorCopy (ent->s.angles, ent->client->ps.viewangles);
ADDRLP4 4
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 156
ADDP4
ADDRLP4 4
INDIRP4
CNSTI4 116
ADDP4
INDIRB
ASGNB 12
line 791
;791:}
LABELV $287
endproc SetClientViewAngle 16 0
export respawn
proc respawn 36 8
line 798
;792:
;793:/*
;794:================
;795:respawn
;796:================
;797:*/
;798:void respawn( gentity_t *ent ) {
line 801
;799:	gentity_t	*tent;
;800:	int i, t;
;801:	int	num = 999;
ADDRLP4 8
CNSTI4 999
ASGNI4
line 803
;802:
;803:	CopyToBodyQue (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 CopyToBodyQue
CALLV
pop
line 805
;804:
;805:	if (gEscaping)
ADDRGP4 gEscaping
INDIRI4
CNSTI4 0
EQI4 $293
line 806
;806:	{
line 807
;807:		ent->client->sess.sessionTeam = TEAM_SPECTATOR;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
CNSTI4 3
ASGNI4
line 808
;808:		ent->client->sess.spectatorState = SPECTATOR_FREE;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1644
ADDP4
CNSTI4 1
ASGNI4
line 809
;809:		ent->client->sess.spectatorClient = 0;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1648
ADDP4
CNSTI4 0
ASGNI4
line 811
;810:
;811:		ent->client->pers.teamState.state = TEAM_BEGIN;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1472
ADDP4
CNSTI4 0
ASGNI4
line 812
;812:	}
LABELV $293
line 814
;813:
;814:	trap_UnlinkEntity (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 815
;815:	ClientSpawn(ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 ClientSpawn
CALLV
pop
line 818
;816:
;817:	// add a teleportation effect
;818:	tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
CNSTI4 59
ARGI4
ADDRLP4 16
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 12
ADDRLP4 16
INDIRP4
ASGNP4
line 819
;819:	tent->s.clientNum = ent->s.clientNum;
ADDRLP4 20
CNSTI4 220
ASGNI4
ADDRLP4 12
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
ADDRFP4 0
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRI4
ASGNI4
line 821
;820:
;821:	if (ent->client->pers.amempower == qtrue){
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1532
ADDP4
INDIRI4
CNSTI4 1
NEI4 $295
line 822
;822:		ent->client->ps.isJediMaster = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 604
ADDP4
CNSTI4 1
ASGNI4
line 823
;823:		if ( g_gametype.integer >= GT_TEAM) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
LTI4 $297
line 824
;824:			ent->client->ps.fd.forcePowersKnown = ( 1 << FP_HEAL | 1 << FP_SPEED | 1 << FP_PUSH | 1 << FP_PULL | 
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 844
ADDP4
CNSTI4 32765
ASGNI4
line 828
;825:											1 << FP_TELEPATHY | 1 << FP_GRIP | 1 << FP_LIGHTNING | 1 << FP_RAGE | 
;826:											1 << FP_PROTECT | 1 << FP_ABSORB | 1 << FP_TEAM_HEAL | 1 << FP_TEAM_FORCE | 
;827:											1 << FP_DRAIN | 1 << FP_SEE);
;828:		}
ADDRGP4 $298
JUMPV
LABELV $297
line 829
;829:		else{
line 830
;830:			ent->client->ps.fd.forcePowersKnown = ( 1 << FP_HEAL | 1 << FP_SPEED | 1 << FP_PUSH | 1 << FP_PULL | 
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 844
ADDP4
CNSTI4 26621
ASGNI4
line 833
;831:											1 << FP_TELEPATHY | 1 << FP_GRIP | 1 << FP_LIGHTNING | 1 << FP_RAGE | 
;832:											1 << FP_PROTECT | 1 << FP_ABSORB | 1 << FP_DRAIN | 1 << FP_SEE);
;833:		}
LABELV $298
line 834
;834:		for( i = 0; i < NUM_FORCE_POWERS; i ++ ){
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $300
line 835
;835:			ent->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_3;
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 944
ADDP4
ADDP4
CNSTI4 3
ASGNI4
line 836
;836:		}
LABELV $301
line 834
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 18
LTI4 $300
line 837
;837:	} else if (ent->client->pers.amterminator == qtrue) {
ADDRGP4 $296
JUMPV
LABELV $295
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1536
ADDP4
INDIRI4
CNSTI4 1
NEI4 $304
line 838
;838:		for ( t = 0 ; t < MAX_WEAPONS ; t++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $306
line 839
;839:			ent->client->ps.ammo[t] = num;
ADDRLP4 24
CNSTI4 408
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ADDRFP4 0
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
INDIRP4
ADDRLP4 24
INDIRI4
ADDP4
ADDP4
ADDRLP4 8
INDIRI4
ASGNI4
line 840
;840:		}
LABELV $307
line 838
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 16
LTI4 $306
line 841
;841:		ent->client->ps.weapon = WP_STUN_BATON;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 1
ASGNI4
line 842
;842:		ent->client->ps.forceRestricted = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 608
ADDP4
CNSTI4 1
ASGNI4
line 843
;843:		ent->client->ps.stats[STAT_WEAPONS] &= ~( 1 << WP_SABER );
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 -5
BANDI4
ASGNI4
line 844
;844:		ent->client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON) | (1 << WP_BRYAR_PISTOL) | (1 << WP_BLASTER) | (1 << WP_DISRUPTOR)
ADDRLP4 28
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 16378
BORI4
ASGNI4
line 847
;845:			 | (1 << WP_BOWCASTER) | (1 << WP_REPEATER) | (1 << WP_DEMP2) | (1 << WP_FLECHETTE) | (1 << WP_ROCKET_LAUNCHER) | (1 << WP_THERMAL)
;846:			 | (1 << WP_TRIP_MINE) | (1 << WP_DET_PACK);
;847:		ent->client->ps.stats[STAT_HOLDABLE_ITEMS] |= (1 << HI_BINOCULARS) | (1 << HI_SEEKER) | (1 << HI_MEDPAC) | (1 << HI_SHIELD) | (1 << HI_SENTRY_GUN);
ADDRLP4 32
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 224
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 110
BORI4
ASGNI4
line 848
;848:	}
LABELV $304
LABELV $296
line 849
;849:	if ( cm_autoprotecttime.integer != 0 ) {
ADDRGP4 cm_autoprotecttime+12
INDIRI4
CNSTI4 0
EQI4 $310
line 850
;850:		ent->client->cmIdleTimer = cm_autoprotecttime.integer;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1896
ADDP4
ADDRGP4 cm_autoprotecttime+12
INDIRI4
ASGNI4
line 851
;851:	}
LABELV $310
line 852
;852:	if (ent->client->pers.ampunish == qtrue) {
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1544
ADDP4
INDIRI4
CNSTI4 1
NEI4 $314
line 853
;853:		ent->flags |= FL_GODMODE;
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 472
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 16
BORI4
ASGNI4
line 854
;854:		ent->client->ps.forceRestricted = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 608
ADDP4
CNSTI4 1
ASGNI4
line 855
;855:		ent->client->ps.saberHolstered = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1312
ADDP4
CNSTI4 1
ASGNI4
line 856
;856:	}
LABELV $314
line 857
;857:	if (ent->client->pers.amsleep == qtrue) {
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1548
ADDP4
INDIRI4
CNSTI4 1
NEI4 $316
line 858
;858:		ent->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1248
ADDP4
CNSTI4 8
ASGNI4
line 859
;859:		ent->client->ps.forceDodgeAnim = 0;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1260
ADDP4
CNSTI4 0
ASGNI4
line 860
;860:		ent->client->ps.forceHandExtendTime = Q3_INFINITE;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1252
ADDP4
CNSTI4 16777216
ASGNI4
line 861
;861:		ent->client->ps.quickerGetup = qfalse;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1264
ADDP4
CNSTI4 0
ASGNI4
line 862
;862:		ent->client->ps.saberHolstered = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1312
ADDP4
CNSTI4 1
ASGNI4
line 863
;863:		ent->flags |= FL_GODMODE;
ADDRLP4 24
ADDRFP4 0
INDIRP4
CNSTI4 472
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 16
BORI4
ASGNI4
line 864
;864:	}
LABELV $316
line 865
;865:}
LABELV $292
endproc respawn 36 8
export TeamCount
proc TeamCount 8 0
line 874
;866:
;867:/*
;868:================
;869:TeamCount
;870:
;871:Returns number of players on a team
;872:================
;873:*/
;874:team_t TeamCount( int ignoreClientNum, int team ) {
line 876
;875:	int		i;
;876:	int		count = 0;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 878
;877:
;878:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $322
JUMPV
LABELV $319
line 879
;879:		if ( i == ignoreClientNum ) {
ADDRLP4 0
INDIRI4
ADDRFP4 0
INDIRI4
NEI4 $324
line 880
;880:			continue;
ADDRGP4 $320
JUMPV
LABELV $324
line 882
;881:		}
;882:		if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
CNSTI4 3024
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1380
ADDP4
INDIRI4
CNSTI4 0
NEI4 $326
line 883
;883:			continue;
ADDRGP4 $320
JUMPV
LABELV $326
line 885
;884:		}
;885:		if ( level.clients[i].sess.sessionTeam == team ) {
CNSTI4 3024
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1636
ADDP4
INDIRI4
ADDRFP4 4
INDIRI4
NEI4 $328
line 886
;886:			count++;
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 887
;887:		}
LABELV $328
line 888
;888:	}
LABELV $320
line 878
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $322
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $319
line 890
;889:
;890:	return count;
ADDRLP4 4
INDIRI4
RETI4
LABELV $318
endproc TeamCount 8 0
export TeamLeader
proc TeamLeader 4 0
line 900
;891:}
;892:
;893:/*
;894:================
;895:TeamLeader
;896:
;897:Returns the client number of the team leader
;898:================
;899:*/
;900:int TeamLeader( int team ) {
line 903
;901:	int		i;
;902:
;903:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $334
JUMPV
LABELV $331
line 904
;904:		if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
CNSTI4 3024
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1380
ADDP4
INDIRI4
CNSTI4 0
NEI4 $336
line 905
;905:			continue;
ADDRGP4 $332
JUMPV
LABELV $336
line 907
;906:		}
;907:		if ( level.clients[i].sess.sessionTeam == team ) {
CNSTI4 3024
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1636
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
NEI4 $338
line 908
;908:			if ( level.clients[i].sess.teamLeader )
CNSTI4 3024
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1676
ADDP4
INDIRI4
CNSTI4 0
EQI4 $340
line 909
;909:				return i;
ADDRLP4 0
INDIRI4
RETI4
ADDRGP4 $330
JUMPV
LABELV $340
line 910
;910:		}
LABELV $338
line 911
;911:	}
LABELV $332
line 903
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $334
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $331
line 913
;912:
;913:	return -1;
CNSTI4 -1
RETI4
LABELV $330
endproc TeamLeader 4 0
export PickTeam
proc PickTeam 24 8
line 923
;914:}
;915:
;916:
;917:/*
;918:================
;919:PickTeam
;920:
;921:================
;922:*/
;923:team_t PickTeam( int ignoreClientNum ) {
line 926
;924:	int		counts[TEAM_NUM_TEAMS];
;925:
;926:	counts[TEAM_BLUE] = TeamCount( ignoreClientNum, TEAM_BLUE );
ADDRFP4 0
INDIRI4
ARGI4
CNSTI4 2
ARGI4
ADDRLP4 16
ADDRGP4 TeamCount
CALLI4
ASGNI4
ADDRLP4 0+8
ADDRLP4 16
INDIRI4
ASGNI4
line 927
;927:	counts[TEAM_RED] = TeamCount( ignoreClientNum, TEAM_RED );
ADDRFP4 0
INDIRI4
ARGI4
CNSTI4 1
ARGI4
ADDRLP4 20
ADDRGP4 TeamCount
CALLI4
ASGNI4
ADDRLP4 0+4
ADDRLP4 20
INDIRI4
ASGNI4
line 929
;928:
;929:	if (( counts[TEAM_BLUE] > counts[TEAM_RED] ) && (!level.isLockedred) ){
ADDRLP4 0+8
INDIRI4
ADDRLP4 0+4
INDIRI4
LEI4 $345
ADDRGP4 level+9096
INDIRI4
CNSTI4 0
NEI4 $345
line 930
;930:		return TEAM_RED;
CNSTI4 1
RETI4
ADDRGP4 $342
JUMPV
LABELV $345
line 933
;931:	}
;932:	
;933:	if (( counts[TEAM_RED] > counts[TEAM_BLUE] )&& (!level.isLockedblue) ) {
ADDRLP4 0+4
INDIRI4
ADDRLP4 0+8
INDIRI4
LEI4 $350
ADDRGP4 level+9100
INDIRI4
CNSTI4 0
NEI4 $350
line 934
;934:		return TEAM_BLUE;
CNSTI4 2
RETI4
ADDRGP4 $342
JUMPV
LABELV $350
line 938
;935:	}
;936:	
;937:	// equal team count, so join the team with the lowest score
;938:	if (( level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED] ) && (!level.isLockedred) ){
ADDRGP4 level+44+8
INDIRI4
ADDRGP4 level+44+4
INDIRI4
LEI4 $355
ADDRGP4 level+9096
INDIRI4
CNSTI4 0
NEI4 $355
line 939
;939:		return TEAM_RED;
CNSTI4 1
RETI4
ADDRGP4 $342
JUMPV
LABELV $355
line 942
;940:	}
;941:	
;942:	if (!level.isLockedblue){
ADDRGP4 level+9100
INDIRI4
CNSTI4 0
NEI4 $362
line 943
;943:		return TEAM_BLUE;
CNSTI4 2
RETI4
ADDRGP4 $342
JUMPV
LABELV $362
line 945
;944:	}
;945:	else {
line 946
;946:		return TEAM_SPECTATOR; // We gotta go SOMEWHERE! mine as well be spec.
CNSTI4 3
RETI4
LABELV $342
endproc PickTeam 24 8
proc ClientCleanName 48 12
line 975
;947:	}
;948:}
;949:
;950:/*
;951:===========
;952:ForceClientSkin
;953:
;954:Forces a client's skin (for teamplay)
;955:===========
;956:*/
;957:/*
;958:static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) {
;959:	char *p;
;960:
;961:	if ((p = Q_strrchr(model, '/')) != 0) {
;962:		*p = 0;
;963:	}
;964:
;965:	Q_strcat(model, MAX_QPATH, "/");
;966:	Q_strcat(model, MAX_QPATH, skin);
;967:}
;968:*/
;969:
;970:/*
;971:===========
;972:ClientCheckName
;973:============
;974:*/
;975:static void ClientCleanName( const char *in, char *out, int outSize ) {
line 982
;976:	int		len, colorlessLen;
;977:	char	ch;
;978:	char	*p;
;979:	int		spaces;
;980:
;981:	//save room for trailing null byte
;982:	outSize--;
ADDRFP4 8
ADDRFP4 8
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
line 984
;983:
;984:	len = 0;
ADDRLP4 4
CNSTI4 0
ASGNI4
line 985
;985:	colorlessLen = 0;
ADDRLP4 8
CNSTI4 0
ASGNI4
line 986
;986:	p = out;
ADDRLP4 16
ADDRFP4 4
INDIRP4
ASGNP4
line 987
;987:	*p = 0;
ADDRLP4 16
INDIRP4
CNSTI1 0
ASGNI1
line 988
;988:	spaces = 0;
ADDRLP4 12
CNSTI4 0
ASGNI4
ADDRGP4 $367
JUMPV
LABELV $366
line 990
;989:
;990:	while( 1 ) {
line 991
;991:		ch = *in++;
ADDRLP4 20
ADDRFP4 0
INDIRP4
ASGNP4
ADDRFP4 0
ADDRLP4 20
INDIRP4
CNSTI4 1
ADDP4
ASGNP4
ADDRLP4 0
ADDRLP4 20
INDIRP4
INDIRI1
ASGNI1
line 992
;992:		if( !ch ) {
ADDRLP4 0
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $369
line 993
;993:			break;
ADDRGP4 $368
JUMPV
LABELV $369
line 997
;994:		}
;995:
;996:		// don't allow leading spaces
;997:		if( (colorlessLen == 0 || !*p) && ch == ' ' ) { //JAKES NOTE: Color + Space is not a character
ADDRLP4 24
CNSTI4 0
ASGNI4
ADDRLP4 8
INDIRI4
ADDRLP4 24
INDIRI4
EQI4 $373
ADDRLP4 16
INDIRP4
INDIRI1
CVII4 1
ADDRLP4 24
INDIRI4
NEI4 $371
LABELV $373
ADDRLP4 0
INDIRI1
CVII4 1
CNSTI4 32
NEI4 $371
line 998
;998:			continue;
ADDRGP4 $367
JUMPV
LABELV $371
line 1001
;999:		}
;1000:
;1001:		if (ch == 255 || ch == -96){ //JAKES NOTE: Character 255 is a blank character (ALT+255)
ADDRLP4 28
ADDRLP4 0
INDIRI1
CVII4 1
ASGNI4
ADDRLP4 28
INDIRI4
CNSTI4 255
EQI4 $376
ADDRLP4 28
INDIRI4
CNSTI4 -96
NEI4 $374
LABELV $376
line 1002
;1002:			continue;
ADDRGP4 $367
JUMPV
LABELV $374
line 1006
;1003:		}
;1004:
;1005:		// check colors
;1006:		if( ch == Q_COLOR_ESCAPE ) {
ADDRLP4 0
INDIRI1
CVII4 1
CNSTI4 94
NEI4 $377
line 1008
;1007:			// solo trailing carat is not a color prefix
;1008:			if( !*in ) {
ADDRFP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $379
line 1009
;1009:				break;
ADDRGP4 $368
JUMPV
LABELV $379
line 1014
;1010:			}
;1011:
;1012:			// don't allow black in a name, period
;1013:			//cm NOTE: I want to allow black names sometimes
;1014:			if (cm_blacknames.integer == 0) {
ADDRGP4 cm_blacknames+12
INDIRI4
CNSTI4 0
NEI4 $381
line 1015
;1015:				if( ColorIndex(*in) == 0 ) {
ADDRFP4 0
INDIRP4
INDIRI1
CVII4 1
CNSTI4 48
SUBI4
CNSTI4 7
BANDI4
CNSTI4 0
NEI4 $384
line 1016
;1016:					in++;
ADDRFP4 0
ADDRFP4 0
INDIRP4
CNSTI4 1
ADDP4
ASGNP4
line 1017
;1017:					continue;
ADDRGP4 $367
JUMPV
LABELV $384
line 1019
;1018:				}
;1019:			}
LABELV $381
line 1022
;1020:
;1021:			// make sure room in dest for both chars
;1022:			if( len > outSize - 2 ) {
ADDRLP4 4
INDIRI4
ADDRFP4 8
INDIRI4
CNSTI4 2
SUBI4
LEI4 $386
line 1023
;1023:				break;
ADDRGP4 $368
JUMPV
LABELV $386
line 1026
;1024:			}
;1025:
;1026:			*out++ = ch;
ADDRLP4 32
ADDRFP4 4
INDIRP4
ASGNP4
ADDRFP4 4
ADDRLP4 32
INDIRP4
CNSTI4 1
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 0
INDIRI1
ASGNI1
line 1027
;1027:			*out++ = *in++;
ADDRLP4 36
ADDRFP4 4
INDIRP4
ASGNP4
ADDRLP4 44
CNSTI4 1
ASGNI4
ADDRFP4 4
ADDRLP4 36
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
ASGNP4
ADDRLP4 40
ADDRFP4 0
INDIRP4
ASGNP4
ADDRFP4 0
ADDRLP4 40
INDIRP4
ADDRLP4 44
INDIRI4
ADDP4
ASGNP4
ADDRLP4 36
INDIRP4
ADDRLP4 40
INDIRP4
INDIRI1
ASGNI1
line 1028
;1028:			len += 2;
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 2
ADDI4
ASGNI4
line 1029
;1029:			continue;
ADDRGP4 $367
JUMPV
LABELV $377
line 1033
;1030:		}
;1031:
;1032:		// don't allow too many consecutive spaces
;1033:		if( ch == ' ' ) {
ADDRLP4 0
INDIRI1
CVII4 1
CNSTI4 32
NEI4 $388
line 1034
;1034:			spaces++;
ADDRLP4 12
ADDRLP4 12
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1035
;1035:			if( spaces > 3 ) {
ADDRLP4 12
INDIRI4
CNSTI4 3
LEI4 $389
line 1036
;1036:				continue;
ADDRGP4 $367
JUMPV
line 1038
;1037:			}
;1038:		}
LABELV $388
line 1039
;1039:		else {
line 1040
;1040:			spaces = 0;
ADDRLP4 12
CNSTI4 0
ASGNI4
line 1041
;1041:		}
LABELV $389
line 1043
;1042:
;1043:		if( len > outSize - 1 ) {
ADDRLP4 4
INDIRI4
ADDRFP4 8
INDIRI4
CNSTI4 1
SUBI4
LEI4 $392
line 1044
;1044:			break;
ADDRGP4 $368
JUMPV
LABELV $392
line 1047
;1045:		}
;1046:
;1047:		*out++ = ch;
ADDRLP4 32
ADDRFP4 4
INDIRP4
ASGNP4
ADDRFP4 4
ADDRLP4 32
INDIRP4
CNSTI4 1
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 0
INDIRI1
ASGNI1
line 1048
;1048:		colorlessLen++;
ADDRLP4 8
ADDRLP4 8
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1049
;1049:		len++;
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1050
;1050:	}
LABELV $367
line 990
ADDRGP4 $366
JUMPV
LABELV $368
line 1051
;1051:	*out = 0;
ADDRFP4 4
INDIRP4
CNSTI1 0
ASGNI1
line 1054
;1052:
;1053:	// don't allow empty names
;1054:	if( *p == 0 || colorlessLen == 0 ) {
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRLP4 16
INDIRP4
INDIRI1
CVII4 1
ADDRLP4 20
INDIRI4
EQI4 $396
ADDRLP4 8
INDIRI4
ADDRLP4 20
INDIRI4
NEI4 $394
LABELV $396
line 1055
;1055:		Q_strncpyz( p, "Padawan", outSize );
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 $397
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1056
;1056:	}
LABELV $394
line 1057
;1057:}
LABELV $365
endproc ClientCleanName 48 12
data
export g2SaberInstance
align 4
LABELV g2SaberInstance
byte 4 0
lit
align 4
LABELV $399
byte 4 0
byte 4 0
byte 4 0
export SetupGameGhoul2Model
code
proc SetupGameGhoul2Model 188 44
line 1082
;1058:
;1059:#ifdef _DEBUG
;1060:void G_DebugWrite(const char *path, const char *text)
;1061:{
;1062:	fileHandle_t f;
;1063:
;1064:	trap_FS_FOpenFile( path, &f, FS_APPEND );
;1065:	trap_FS_Write(text, strlen(text), f);
;1066:	trap_FS_FCloseFile(f);
;1067:}
;1068:#endif
;1069:
;1070:/*
;1071:===========
;1072:SetupGameGhoul2Model
;1073:
;1074:There are two ghoul2 model instances per player (actually three).  One is on the clientinfo (the base for the client side 
;1075:player, and copied for player spawns and for corpses).  One is attached to the centity itself, which is the model acutally 
;1076:animated and rendered by the system.  The final is the game ghoul2 model.  This is animated by pmove on the server, and
;1077:is used for determining where the lightsaber should be, and for per-poly collision tests.
;1078:===========
;1079:*/
;1080:void *g2SaberInstance = NULL;
;1081:void SetupGameGhoul2Model(gclient_t *client, char *modelname)
;1082:{
line 1087
;1083:	int handle;
;1084:	char		afilename[MAX_QPATH];
;1085:	char		/**GLAName,*/ *slash;
;1086:	char		GLAName[MAX_QPATH];
;1087:	vec3_t	tempVec = {0,0,0};
ADDRLP4 64
ADDRGP4 $399
INDIRB
ASGNB 12
line 1090
;1088:
;1089:	// First things first.  If this is a ghoul2 model, then let's make sure we demolish this first.
;1090:	if (client->ghoul2 && trap_G2_HaveWeGhoul2Models(client->ghoul2))
ADDRLP4 148
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ASGNP4
ADDRLP4 148
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $400
ADDRLP4 148
INDIRP4
ARGP4
ADDRLP4 152
ADDRGP4 trap_G2_HaveWeGhoul2Models
CALLI4
ASGNI4
ADDRLP4 152
INDIRI4
CNSTI4 0
EQI4 $400
line 1091
;1091:	{
line 1092
;1092:		trap_G2API_CleanGhoul2Models(&(client->ghoul2));
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
ARGP4
ADDRGP4 trap_G2API_CleanGhoul2Models
CALLV
pop
line 1093
;1093:	}
LABELV $400
line 1111
;1094:
;1095:	/*
;1096:	Com_sprintf( afilename, sizeof( afilename ), "models/players/%s/model.glm", modelname );
;1097:	handle = trap_G2API_InitGhoul2Model(&client->ghoul2, afilename, 0, 0, -20, 0, 0);
;1098:	if (handle<0)
;1099:	{
;1100:		Com_sprintf( afilename, sizeof( afilename ), "models/players/kyle/model.glm" );
;1101:		handle = trap_G2API_InitGhoul2Model(&client->ghoul2, afilename, 0, 0, -20, 0, 0);
;1102:
;1103:		if (handle<0)
;1104:		{
;1105:			return;
;1106:		}
;1107:	}
;1108:	*/
;1109:
;1110:	//rww - just load the "standard" model for the server"
;1111:	if (!precachedKyle)
ADDRGP4 precachedKyle
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $402
line 1112
;1112:	{
line 1113
;1113:		Com_sprintf( afilename, sizeof( afilename ), "models/players/kyle/model.glm" );
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 $404
ARGP4
ADDRGP4 Com_sprintf
CALLV
pop
line 1114
;1114:		handle = trap_G2API_InitGhoul2Model(&precachedKyle, afilename, 0, 0, -20, 0, 0);
ADDRGP4 precachedKyle
ARGP4
ADDRLP4 0
ARGP4
ADDRLP4 156
CNSTI4 0
ASGNI4
ADDRLP4 156
INDIRI4
ARGI4
ADDRLP4 156
INDIRI4
ARGI4
CNSTI4 -20
ARGI4
ADDRLP4 156
INDIRI4
ARGI4
ADDRLP4 156
INDIRI4
ARGI4
ADDRLP4 160
ADDRGP4 trap_G2API_InitGhoul2Model
CALLI4
ASGNI4
ADDRLP4 144
ADDRLP4 160
INDIRI4
ASGNI4
line 1116
;1115:
;1116:		if (handle<0)
ADDRLP4 144
INDIRI4
CNSTI4 0
GEI4 $405
line 1117
;1117:		{
line 1118
;1118:			return;
ADDRGP4 $398
JUMPV
LABELV $405
line 1120
;1119:		}
;1120:	}
LABELV $402
line 1122
;1121:
;1122:	if (precachedKyle && trap_G2_HaveWeGhoul2Models(precachedKyle))
ADDRLP4 156
ADDRGP4 precachedKyle
INDIRP4
ASGNP4
ADDRLP4 156
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $398
ADDRLP4 156
INDIRP4
ARGP4
ADDRLP4 160
ADDRGP4 trap_G2_HaveWeGhoul2Models
CALLI4
ASGNI4
ADDRLP4 160
INDIRI4
CNSTI4 0
EQI4 $398
line 1123
;1123:	{
line 1124
;1124:		trap_G2API_DuplicateGhoul2Instance(precachedKyle, &client->ghoul2);
ADDRGP4 precachedKyle
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
ARGP4
ADDRGP4 trap_G2API_DuplicateGhoul2Instance
CALLV
pop
line 1125
;1125:	}
line 1127
;1126:	else
;1127:	{
line 1128
;1128:		return;
LABELV $408
line 1133
;1129:	}
;1130:
;1131:	// The model is now loaded.
;1132:
;1133:	GLAName[0] = 0;
ADDRLP4 76
CNSTI1 0
ASGNI1
line 1135
;1134:
;1135:	if (!BGPAFtextLoaded)
ADDRGP4 BGPAFtextLoaded
INDIRI4
CNSTI4 0
NEI4 $409
line 1136
;1136:	{
line 1139
;1137:		//get the location of the animation.cfg
;1138:		//GLAName = trap_G2API_GetGLAName( client->ghoul2, 0);
;1139:		trap_G2API_GetGLAName( client->ghoul2, 0, GLAName);
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRLP4 76
ARGP4
ADDRGP4 trap_G2API_GetGLAName
CALLV
pop
line 1141
;1140:
;1141:		if (!GLAName[0])
ADDRLP4 76
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $411
line 1142
;1142:		{
line 1143
;1143:			if (!BG_ParseAnimationFile("models/players/_humanoid/animation.cfg"))
ADDRGP4 $415
ARGP4
ADDRLP4 164
ADDRGP4 BG_ParseAnimationFile
CALLI4
ASGNI4
ADDRLP4 164
INDIRI4
CNSTI4 0
NEI4 $398
line 1144
;1144:			{
line 1145
;1145:				Com_Printf( "Failed to load animation file %s\n", afilename );
ADDRGP4 $416
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1146
;1146:				return;
ADDRGP4 $398
JUMPV
line 1148
;1147:			}
;1148:			return;
LABELV $411
line 1150
;1149:		}
;1150:		Q_strncpyz( afilename, GLAName, sizeof( afilename ));
ADDRLP4 0
ARGP4
ADDRLP4 76
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1151
;1151:		slash = Q_strrchr( afilename, '/' );
ADDRLP4 0
ARGP4
CNSTI4 47
ARGI4
ADDRLP4 164
ADDRGP4 Q_strrchr
CALLP4
ASGNP4
ADDRLP4 140
ADDRLP4 164
INDIRP4
ASGNP4
line 1152
;1152:		if ( slash )
ADDRLP4 140
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $398
line 1153
;1153:		{
line 1154
;1154:			strcpy(slash, "/animation.cfg");
ADDRLP4 140
INDIRP4
ARGP4
ADDRGP4 $419
ARGP4
ADDRGP4 strcpy
CALLP4
pop
line 1155
;1155:		}	// Now afilename holds just the path to the animation.cfg
line 1157
;1156:		else 
;1157:		{	// Didn't find any slashes, this is a raw filename right in base (whish isn't a good thing)
line 1158
;1158:			return;
LABELV $418
line 1162
;1159:		}
;1160:
;1161:		// Try to load the animation.cfg for this model then.
;1162:		if ( !BG_ParseAnimationFile( afilename ) )
ADDRLP4 0
ARGP4
ADDRLP4 168
ADDRGP4 BG_ParseAnimationFile
CALLI4
ASGNI4
ADDRLP4 168
INDIRI4
CNSTI4 0
NEI4 $420
line 1163
;1163:		{	// The GLA's animations failed
line 1164
;1164:			if (!BG_ParseAnimationFile("models/players/_humanoid/animation.cfg"))
ADDRGP4 $415
ARGP4
ADDRLP4 172
ADDRGP4 BG_ParseAnimationFile
CALLI4
ASGNI4
ADDRLP4 172
INDIRI4
CNSTI4 0
NEI4 $422
line 1165
;1165:			{
line 1166
;1166:				Com_Printf( "Failed to load animation file %s\n", afilename );
ADDRGP4 $416
ARGP4
ADDRLP4 0
ARGP4
ADDRGP4 Com_Printf
CALLV
pop
line 1167
;1167:				return;
ADDRGP4 $398
JUMPV
LABELV $422
line 1169
;1168:			}
;1169:		}
LABELV $420
line 1170
;1170:	}
LABELV $409
line 1172
;1171:
;1172:	trap_G2API_AddBolt(client->ghoul2, 0, "*r_hand");
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $424
ARGP4
ADDRGP4 trap_G2API_AddBolt
CALLI4
pop
line 1173
;1173:	trap_G2API_AddBolt(client->ghoul2, 0, "*l_hand");
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $425
ARGP4
ADDRGP4 trap_G2API_AddBolt
CALLI4
pop
line 1176
;1174:
;1175:	// NOTE - ensure this sequence of bolt and bone accessing are always the same because the client expects them in a certain order
;1176:	trap_G2API_SetBoneAnim(client->ghoul2, 0, "model_root", 0, 12, BONE_ANIM_OVERRIDE_LOOP, 1.0f, level.time, -1, -1);
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
ADDRLP4 164
CNSTI4 0
ASGNI4
ADDRLP4 164
INDIRI4
ARGI4
ADDRGP4 $426
ARGP4
ADDRLP4 164
INDIRI4
ARGI4
CNSTI4 12
ARGI4
CNSTI4 16
ARGI4
CNSTF4 1065353216
ARGF4
ADDRGP4 level+32
INDIRI4
ARGI4
CNSTF4 3212836864
ARGF4
CNSTI4 -1
ARGI4
ADDRGP4 trap_G2API_SetBoneAnim
CALLI4
pop
line 1177
;1177:	trap_G2API_SetBoneAngles(client->ghoul2, 0, "upper_lumbar", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, level.time);
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
ADDRLP4 168
CNSTI4 0
ASGNI4
ADDRLP4 168
INDIRI4
ARGI4
ADDRGP4 $428
ARGP4
ADDRLP4 64
ARGP4
CNSTI4 2
ARGI4
CNSTI4 1
ARGI4
CNSTI4 6
ARGI4
CNSTI4 5
ARGI4
CNSTP4 0
ARGP4
ADDRLP4 168
INDIRI4
ARGI4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRGP4 trap_G2API_SetBoneAngles
CALLI4
pop
line 1178
;1178:	trap_G2API_SetBoneAngles(client->ghoul2, 0, "cranium", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, NULL, 0, level.time);
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
ADDRLP4 172
CNSTI4 0
ASGNI4
ADDRLP4 172
INDIRI4
ARGI4
ADDRGP4 $430
ARGP4
ADDRLP4 64
ARGP4
ADDRLP4 176
CNSTI4 2
ASGNI4
ADDRLP4 176
INDIRI4
ARGI4
ADDRLP4 176
INDIRI4
ARGI4
CNSTI4 6
ARGI4
CNSTI4 1
ARGI4
CNSTP4 0
ARGP4
ADDRLP4 172
INDIRI4
ARGI4
ADDRGP4 level+32
INDIRI4
ARGI4
ADDRGP4 trap_G2API_SetBoneAngles
CALLI4
pop
line 1180
;1179:
;1180:	if (!g2SaberInstance)
ADDRGP4 g2SaberInstance
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $432
line 1181
;1181:	{
line 1182
;1182:		trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0);
ADDRGP4 g2SaberInstance
ARGP4
ADDRGP4 $108
ARGP4
ADDRLP4 180
CNSTI4 0
ASGNI4
ADDRLP4 180
INDIRI4
ARGI4
ADDRLP4 180
INDIRI4
ARGI4
CNSTI4 -20
ARGI4
ADDRLP4 180
INDIRI4
ARGI4
ADDRLP4 180
INDIRI4
ARGI4
ADDRGP4 trap_G2API_InitGhoul2Model
CALLI4
pop
line 1184
;1183:
;1184:		if (g2SaberInstance)
ADDRGP4 g2SaberInstance
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $434
line 1185
;1185:		{
line 1187
;1186:			// indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied
;1187:			trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0);
ADDRGP4 g2SaberInstance
INDIRP4
ARGP4
ADDRLP4 184
CNSTI4 0
ASGNI4
ADDRLP4 184
INDIRI4
ARGI4
ADDRLP4 184
INDIRI4
ARGI4
ADDRGP4 trap_G2API_SetBoltInfo
CALLV
pop
line 1189
;1188:			// now set up the gun bolt on it
;1189:			trap_G2API_AddBolt(g2SaberInstance, 0, "*flash");
ADDRGP4 g2SaberInstance
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $436
ARGP4
ADDRGP4 trap_G2API_AddBolt
CALLI4
pop
line 1190
;1190:		}
LABELV $434
line 1191
;1191:	}
LABELV $432
line 1193
;1192:
;1193:	if (g2SaberInstance)
ADDRGP4 g2SaberInstance
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $437
line 1194
;1194:	{
line 1195
;1195:		trap_G2API_CopySpecificGhoul2Model(g2SaberInstance, 0, client->ghoul2, 1); 
ADDRGP4 g2SaberInstance
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRFP4 0
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 trap_G2API_CopySpecificGhoul2Model
CALLV
pop
line 1196
;1196:	}
LABELV $437
line 1197
;1197:}
LABELV $398
endproc SetupGameGhoul2Model 188 44
lit
align 1
LABELV $440
char 1 32
char 1 126
char 1 81
char 1 113
char 1 87
char 1 119
char 1 69
char 1 101
char 1 82
char 1 114
char 1 84
char 1 116
char 1 89
char 1 121
char 1 85
char 1 117
char 1 73
char 1 105
char 1 79
char 1 111
char 1 80
char 1 112
char 1 65
char 1 97
char 1 83
char 1 115
char 1 68
char 1 100
char 1 70
char 1 102
char 1 71
char 1 103
char 1 72
char 1 104
char 1 74
char 1 106
char 1 75
char 1 107
char 1 76
char 1 108
char 1 90
char 1 122
char 1 88
char 1 120
char 1 67
char 1 99
char 1 86
char 1 118
char 1 66
char 1 98
char 1 78
char 1 110
char 1 77
char 1 109
char 1 49
char 1 50
char 1 51
char 1 52
char 1 53
char 1 54
char 1 55
char 1 56
char 1 57
char 1 48
char 1 60
char 1 62
char 1 63
char 1 44
char 1 46
char 1 47
char 1 39
char 1 59
char 1 58
char 1 93
char 1 91
char 1 123
char 1 125
char 1 96
char 1 45
char 1 61
char 1 33
char 1 64
char 1 35
char 1 36
char 1 94
char 1 38
char 1 42
char 1 40
char 1 41
char 1 95
char 1 43
char 1 124
char 1 127
char 1 0
align 1
LABELV $441
char 1 46
char 1 0
export ClientUserinfoChanged
code
proc ClientUserinfoChanged 6440 52
line 1211
;1198:
;1199:/*
;1200:===========
;1201:ClientUserInfoChanged
;1202:
;1203:Called from ClientConnect when the player first connects and
;1204:directly by the server system when the player updates a userinfo variable.
;1205:
;1206:The game can override any of the settings and call trap_SetUserinfo
;1207:if desired.
;1208:============
;1209:*/
;1210:char *Q_stristr(const char *s, const char *find);
;1211:void ClientUserinfoChanged( int clientNum ) {
line 1220
;1212:	gentity_t *ent;
;1213:	int		teamTask, teamLeader, team, health;
;1214:	char	*s;
;1215:	char	model[MAX_QPATH];
;1216:	//char	headModel[MAX_QPATH];
;1217:	char	forcePowers[MAX_QPATH];
;1218:	char	oldname[MAX_STRING_CHARS];
;1219:	char	origname[MAX_NETNAME];
;1220:	int		namecount = 1;
ADDRLP4 1048
CNSTI4 1
ASGNI4
line 1233
;1221:	gclient_t	*client;
;1222:	char	c1[MAX_INFO_STRING];
;1223:	char	c2[MAX_INFO_STRING];
;1224:	char	redTeam[MAX_INFO_STRING];
;1225:	char	blueTeam[MAX_INFO_STRING];
;1226:	char	userinfo[MAX_INFO_STRING];
;1227:	//JediDog: Anti Name crash declarations
;1228:	static const char validChars[] = " ~QqWwEeRrTtYyUuIiOoPpAaSsDdFfGgHhJjKkLlZzXxCcVvBbNnMm1234567890<>?,./';:][{}`-=!@#$^&*()_+|";
;1229:	static const char Replacement[] = ".";
;1230:	int i, c, j, jdIllegalName;
;1231:	//end
;1232:
;1233:	ent = g_entities + clientNum;
ADDRLP4 1052
CNSTI4 852
ADDRFP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 1234
;1234:	client = ent->client;
ADDRLP4 12
ADDRLP4 1052
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ASGNP4
line 1236
;1235:
;1236:	trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 24
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 1239
;1237:
;1238:	//JediDog: This is the anti saber, model and name flood...
;1239:	if (ent->client->TimeReswitch < level.time && ent->client->TimeReswitch > 0 && ent->client->TimeReswitch > level.time-500) {
ADDRLP4 6356
ADDRLP4 1052
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 3020
ADDP4
INDIRI4
ASGNI4
ADDRLP4 6356
INDIRI4
ADDRGP4 level+32
INDIRI4
GEI4 $442
ADDRLP4 6356
INDIRI4
CNSTI4 0
LEI4 $442
ADDRLP4 6356
INDIRI4
ADDRGP4 level+32
INDIRI4
CNSTI4 500
SUBI4
LEI4 $442
line 1240
;1240:		trap_SendServerCommand(clientNum, va("print\"^3Don't Flood. ^5Allow ^21 ^5second between changes.\n\""));
ADDRGP4 $446
ARGP4
ADDRLP4 6360
ADDRGP4 va
CALLP4
ASGNP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 6360
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1241
;1241:		return;
ADDRGP4 $439
JUMPV
LABELV $442
line 1243
;1242:	}
;1243:	ent->client->TimeReswitch = level.time;
ADDRLP4 1052
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 3020
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1247
;1244:	//End of the anti flood.
;1245:
;1246:	// check for malformed or illegal info strings
;1247:	if ( !Info_Validate(userinfo) ) {
ADDRLP4 24
ARGP4
ADDRLP4 6360
ADDRGP4 Info_Validate
CALLI4
ASGNI4
ADDRLP4 6360
INDIRI4
CNSTI4 0
NEI4 $448
line 1248
;1248:		strcpy (userinfo, "\\name\\badinfo");
ADDRLP4 24
ARGP4
ADDRGP4 $450
ARGP4
ADDRGP4 strcpy
CALLP4
pop
line 1249
;1249:	}
LABELV $448
line 1252
;1250:
;1251:	// check for local client
;1252:	s = Info_ValueForKey( userinfo, "ip" );
ADDRLP4 24
ARGP4
ADDRGP4 $451
ARGP4
ADDRLP4 6364
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 16
ADDRLP4 6364
INDIRP4
ASGNP4
line 1253
;1253:	if ( !strcmp( s, "localhost" ) ) {
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 $454
ARGP4
ADDRLP4 6368
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 6368
INDIRI4
CNSTI4 0
NEI4 $452
line 1254
;1254:		client->pers.localClient = qtrue;
ADDRLP4 12
INDIRP4
CNSTI4 1412
ADDP4
CNSTI4 1
ASGNI4
line 1255
;1255:	}
LABELV $452
line 1258
;1256:
;1257:	// check the item prediction
;1258:	s = Info_ValueForKey( userinfo, "cg_predictItems" );
ADDRLP4 24
ARGP4
ADDRGP4 $455
ARGP4
ADDRLP4 6372
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 16
ADDRLP4 6372
INDIRP4
ASGNP4
line 1259
;1259:	if ( !atoi( s ) ) {
ADDRLP4 16
INDIRP4
ARGP4
ADDRLP4 6376
ADDRGP4 atoi
CALLI4
ASGNI4
ADDRLP4 6376
INDIRI4
CNSTI4 0
NEI4 $456
line 1260
;1260:		client->pers.predictItemPickup = qfalse;
ADDRLP4 12
INDIRP4
CNSTI4 1420
ADDP4
CNSTI4 0
ASGNI4
line 1261
;1261:	} else {
ADDRGP4 $457
JUMPV
LABELV $456
line 1262
;1262:		client->pers.predictItemPickup = qtrue;
ADDRLP4 12
INDIRP4
CNSTI4 1420
ADDP4
CNSTI4 1
ASGNI4
line 1263
;1263:	}
LABELV $457
line 1266
;1264:
;1265:	// set name
;1266:	Q_strncpyz ( oldname, client->pers.netname, sizeof( oldname ) );
ADDRLP4 1156
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1267
;1267:	s = Info_ValueForKey (userinfo, "name");
ADDRLP4 24
ARGP4
ADDRGP4 $458
ARGP4
ADDRLP4 6380
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 16
ADDRLP4 6380
INDIRP4
ASGNP4
line 1269
;1268:	//JediDog: Anti Name Crash
;1269:	for(i = 0; (c = s[i]); i++) { 
ADDRLP4 20
CNSTI4 0
ASGNI4
ADDRGP4 $462
JUMPV
LABELV $459
line 1270
;1270:		jdIllegalName = 0;
ADDRLP4 8
CNSTI4 0
ASGNI4
line 1271
;1271:		for(j = 0; validChars[j]; j++) { 
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $466
JUMPV
LABELV $463
line 1272
;1272:			if(c == validChars[j]) {
ADDRLP4 4
INDIRI4
ADDRLP4 0
INDIRI4
ADDRGP4 $440
ADDP4
INDIRI1
CVII4 1
NEI4 $467
line 1273
;1273:				jdIllegalName = 1;
ADDRLP4 8
CNSTI4 1
ASGNI4
line 1274
;1274:			}
LABELV $467
line 1275
;1275:		}  
LABELV $464
line 1271
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $466
ADDRLP4 0
INDIRI4
ADDRGP4 $440
ADDP4
INDIRI1
CVII4 1
CNSTI4 0
NEI4 $463
line 1276
;1276:		if (jdIllegalName == 0) {
ADDRLP4 8
INDIRI4
CNSTI4 0
NEI4 $469
line 1277
;1277:				s[i] = Replacement[0];
ADDRLP4 20
INDIRI4
ADDRLP4 16
INDIRP4
ADDP4
ADDRGP4 $441
INDIRI1
ASGNI1
line 1278
;1278:		}
LABELV $469
line 1279
;1279:    }//End of Anti Name Crash
LABELV $460
line 1269
ADDRLP4 20
ADDRLP4 20
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $462
ADDRLP4 6384
ADDRLP4 20
INDIRI4
ADDRLP4 16
INDIRP4
ADDP4
INDIRI1
CVII4 1
ASGNI4
ADDRLP4 4
ADDRLP4 6384
INDIRI4
ASGNI4
ADDRLP4 6384
INDIRI4
CNSTI4 0
NEI4 $459
line 1280
;1280:	ClientCleanName( s, client->pers.netname, sizeof(client->pers.netname) );
ADDRLP4 16
INDIRP4
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
CNSTI4 36
ARGI4
ADDRGP4 ClientCleanName
CALLV
pop
line 1281
;1281:	if (Q_stristr(client->pers.netname, cm_clanTag.string)){
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRGP4 cm_clanTag+16
ARGP4
ADDRLP4 6388
ADDRGP4 Q_stristr
CALLP4
ASGNP4
ADDRLP4 6388
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $471
line 1282
;1282:			if (!(ent->r.svFlags & SVF_CLAN) && *cm_clanTag.string && cm_clanTag.string[0]){
ADDRLP4 6392
CNSTI4 0
ASGNI4
ADDRLP4 1052
INDIRP4
CNSTI4 304
ADDP4
INDIRI4
CNSTI4 524288
BANDI4
ADDRLP4 6392
INDIRI4
NEI4 $472
ADDRGP4 cm_clanTag+16
INDIRI1
CVII4 1
ADDRLP4 6392
INDIRI4
EQI4 $472
ADDRGP4 cm_clanTag+16
INDIRI1
CVII4 1
ADDRLP4 6392
INDIRI4
EQI4 $472
line 1283
;1283:				client->cmClanTimer = 30;
ADDRLP4 12
INDIRP4
CNSTI4 1900
ADDP4
CNSTI4 30
ASGNI4
line 1284
;1284:				client->pers.amclanreserved = 1;
ADDRLP4 12
INDIRP4
CNSTI4 1552
ADDP4
CNSTI4 1
ASGNI4
line 1285
;1285:			}
line 1286
;1286:	} else {
ADDRGP4 $472
JUMPV
LABELV $471
line 1287
;1287:		client->pers.amclanreserved = 0;
ADDRLP4 12
INDIRP4
CNSTI4 1552
ADDP4
CNSTI4 0
ASGNI4
line 1288
;1288:	}
LABELV $472
line 1290
;1289:
;1290:	if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 12
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
NEI4 $478
line 1291
;1291:		if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD ) {
ADDRLP4 12
INDIRP4
CNSTI4 1644
ADDP4
INDIRI4
CNSTI4 3
NEI4 $480
line 1292
;1292:			Q_strncpyz( client->pers.netname, "scoreboard", sizeof(client->pers.netname) );
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRGP4 $482
ARGP4
CNSTI4 36
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1293
;1293:		}
LABELV $480
line 1294
;1294:	}
LABELV $478
line 1296
;1295:
;1296:	if(cm_samenames.integer == 0){
ADDRGP4 cm_samenames+12
INDIRI4
CNSTI4 0
NEI4 $483
line 1297
;1297:		Q_strncpyz ( origname, client->pers.netname,  MAX_NETNAME - 5 );
ADDRLP4 1056
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
CNSTI4 31
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
ADDRGP4 $487
JUMPV
LABELV $486
line 1299
;1298:		while ( G_FindClientByName ( client->pers.netname, clientNum ) )
;1299:		{
line 1300
;1300:			Com_sprintf ( client->pers.netname, MAX_NETNAME, "%s(%d)", origname, namecount );
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
CNSTI4 36
ARGI4
ADDRGP4 $489
ARGP4
ADDRLP4 1056
ARGP4
ADDRLP4 1048
INDIRI4
ARGI4
ADDRGP4 Com_sprintf
CALLV
pop
line 1301
;1301:			namecount++;
ADDRLP4 1048
ADDRLP4 1048
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1302
;1302:		}
LABELV $487
line 1298
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 6392
ADDRGP4 G_FindClientByName
CALLP4
ASGNP4
ADDRLP4 6392
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $486
line 1303
;1303:	}
LABELV $483
line 1305
;1304:
;1305:	if ( client->pers.connected == CON_CONNECTED ) {
ADDRLP4 12
INDIRP4
CNSTI4 1380
ADDP4
INDIRI4
CNSTI4 2
NEI4 $490
line 1306
;1306:		if ( strcmp( oldname, client->pers.netname ) ) {
ADDRLP4 1156
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRLP4 6392
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 6392
INDIRI4
CNSTI4 0
EQI4 $492
line 1307
;1307:			trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s %s\n\"", oldname, G_GetStripEdString("SVINGAME", "PLRENAME"),
ADDRGP4 $148
ARGP4
ADDRGP4 $495
ARGP4
ADDRLP4 6396
ADDRGP4 G_GetStripEdString
CALLP4
ASGNP4
ADDRGP4 $494
ARGP4
ADDRLP4 1156
ARGP4
ADDRLP4 6396
INDIRP4
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRLP4 6400
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 -1
ARGI4
ADDRLP4 6400
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1309
;1308:				client->pers.netname) );
;1309:		}				
LABELV $492
line 1310
;1310:	}
LABELV $490
line 1313
;1311:
;1312:	// set max health
;1313:	health = 100; //atoi( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 2188
CNSTI4 100
ASGNI4
line 1314
;1314:	client->pers.maxHealth = health;
ADDRLP4 12
INDIRP4
CNSTI4 1464
ADDP4
ADDRLP4 2188
INDIRI4
ASGNI4
line 1315
;1315:	if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
ADDRLP4 6392
ADDRLP4 12
INDIRP4
CNSTI4 1464
ADDP4
INDIRI4
ASGNI4
ADDRLP4 6392
INDIRI4
CNSTI4 1
LTI4 $498
ADDRLP4 6392
INDIRI4
CNSTI4 100
LEI4 $496
LABELV $498
line 1316
;1316:		client->pers.maxHealth = 100;
ADDRLP4 12
INDIRP4
CNSTI4 1464
ADDP4
CNSTI4 100
ASGNI4
line 1317
;1317:	}
LABELV $496
line 1318
;1318:	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
ADDRLP4 12
INDIRP4
CNSTI4 248
ADDP4
ADDRLP4 12
INDIRP4
CNSTI4 1464
ADDP4
INDIRI4
ASGNI4
line 1321
;1319:
;1320:	// set model
;1321:	if( g_gametype.integer >= GT_TEAM ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
LTI4 $499
line 1322
;1322:		Q_strncpyz( model, Info_ValueForKey (userinfo, "team_model"), sizeof( model ) );
ADDRLP4 24
ARGP4
ADDRGP4 $502
ARGP4
ADDRLP4 6400
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1092
ARGP4
ADDRLP4 6400
INDIRP4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1324
;1323:		//Q_strncpyz( headModel, Info_ValueForKey (userinfo, "team_headmodel"), sizeof( headModel ) );
;1324:	} else {
ADDRGP4 $500
JUMPV
LABELV $499
line 1325
;1325:		Q_strncpyz( model, Info_ValueForKey (userinfo, "model"), sizeof( model ) );
ADDRLP4 24
ARGP4
ADDRGP4 $503
ARGP4
ADDRLP4 6400
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1092
ARGP4
ADDRLP4 6400
INDIRP4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1327
;1326:		//Q_strncpyz( headModel, Info_ValueForKey (userinfo, "headmodel"), sizeof( headModel ) );
;1327:	}
LABELV $500
line 1330
;1328:	
;1329:	// set force powers
;1330:	Q_strncpyz( forcePowers, Info_ValueForKey (userinfo, "forcepowers"), sizeof( forcePowers ) );
ADDRLP4 24
ARGP4
ADDRGP4 $504
ARGP4
ADDRLP4 6400
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 2192
ARGP4
ADDRLP4 6400
INDIRP4
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1333
;1331:
;1332:	// bots set their team a few frames later
;1333:	if (g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
LTI4 $505
CNSTI4 852
ADDRFP4 0
INDIRI4
MULI4
ADDRGP4 g_entities+296+8
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $505
line 1334
;1334:		s = Info_ValueForKey( userinfo, "team" );
ADDRLP4 24
ARGP4
ADDRGP4 $510
ARGP4
ADDRLP4 6404
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 16
ADDRLP4 6404
INDIRP4
ASGNP4
line 1335
;1335:		if ( !Q_stricmp( s, "red" ) || !Q_stricmp( s, "r" ) ) {
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 $513
ARGP4
ADDRLP4 6408
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 6408
INDIRI4
CNSTI4 0
EQI4 $515
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 $514
ARGP4
ADDRLP4 6412
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 6412
INDIRI4
CNSTI4 0
NEI4 $511
LABELV $515
line 1336
;1336:			team = TEAM_RED;
ADDRLP4 4304
CNSTI4 1
ASGNI4
line 1337
;1337:		} else if ( !Q_stricmp( s, "blue" ) || !Q_stricmp( s, "b" ) ) {
ADDRGP4 $506
JUMPV
LABELV $511
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 $518
ARGP4
ADDRLP4 6416
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 6416
INDIRI4
CNSTI4 0
EQI4 $520
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 $519
ARGP4
ADDRLP4 6420
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 6420
INDIRI4
CNSTI4 0
NEI4 $516
LABELV $520
line 1338
;1338:			team = TEAM_BLUE;
ADDRLP4 4304
CNSTI4 2
ASGNI4
line 1339
;1339:		} else {
ADDRGP4 $506
JUMPV
LABELV $516
line 1341
;1340:			// pick the team with the least number of players
;1341:			team = PickTeam( clientNum );
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 6424
ADDRGP4 PickTeam
CALLI4
ASGNI4
ADDRLP4 4304
ADDRLP4 6424
INDIRI4
ASGNI4
line 1342
;1342:		}
line 1343
;1343:	}
ADDRGP4 $506
JUMPV
LABELV $505
line 1344
;1344:	else {
line 1345
;1345:		team = client->sess.sessionTeam;
ADDRLP4 4304
ADDRLP4 12
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
ASGNI4
line 1346
;1346:	}
LABELV $506
line 1369
;1347:
;1348:/*	NOTE: all client side now
;1349:
;1350:	// team
;1351:	switch( team ) {
;1352:	case TEAM_RED:
;1353:		ForceClientSkin(client, model, "red");
;1354://		ForceClientSkin(client, headModel, "red");
;1355:		break;
;1356:	case TEAM_BLUE:
;1357:		ForceClientSkin(client, model, "blue");
;1358://		ForceClientSkin(client, headModel, "blue");
;1359:		break;
;1360:	}
;1361:	// don't ever use a default skin in teamplay, it would just waste memory
;1362:	// however bots will always join a team but they spawn in as spectator
;1363:	if ( g_gametype.integer >= GT_TEAM && team == TEAM_SPECTATOR) {
;1364:		ForceClientSkin(client, model, "red");
;1365://		ForceClientSkin(client, headModel, "red");
;1366:	}
;1367:*/
;1368:
;1369:	if (g_gametype.integer >= GT_TEAM) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
LTI4 $521
line 1370
;1370:		client->pers.teamInfo = qtrue;
ADDRLP4 12
INDIRP4
CNSTI4 1528
ADDP4
CNSTI4 1
ASGNI4
line 1371
;1371:	} else {
ADDRGP4 $522
JUMPV
LABELV $521
line 1372
;1372:		s = Info_ValueForKey( userinfo, "teamoverlay" );
ADDRLP4 24
ARGP4
ADDRGP4 $524
ARGP4
ADDRLP4 6404
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 16
ADDRLP4 6404
INDIRP4
ASGNP4
line 1373
;1373:		if ( ! *s || atoi( s ) != 0 ) {
ADDRLP4 16
INDIRP4
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $527
ADDRLP4 16
INDIRP4
ARGP4
ADDRLP4 6412
ADDRGP4 atoi
CALLI4
ASGNI4
ADDRLP4 6412
INDIRI4
CNSTI4 0
EQI4 $525
LABELV $527
line 1374
;1374:			client->pers.teamInfo = qtrue;
ADDRLP4 12
INDIRP4
CNSTI4 1528
ADDP4
CNSTI4 1
ASGNI4
line 1375
;1375:		} else {
ADDRGP4 $526
JUMPV
LABELV $525
line 1376
;1376:			client->pers.teamInfo = qfalse;
ADDRLP4 12
INDIRP4
CNSTI4 1528
ADDP4
CNSTI4 0
ASGNI4
line 1377
;1377:		}
LABELV $526
line 1378
;1378:	}
LABELV $522
line 1390
;1379:	/*
;1380:	s = Info_ValueForKey( userinfo, "cg_pmove_fixed" );
;1381:	if ( !*s || atoi( s ) == 0 ) {
;1382:		client->pers.pmoveFixed = qfalse;
;1383:	}
;1384:	else {
;1385:		client->pers.pmoveFixed = qtrue;
;1386:	}
;1387:	*/
;1388:
;1389:	// team task (0 = none, 1 = offence, 2 = defence)
;1390:	teamTask = atoi(Info_ValueForKey(userinfo, "teamtask"));
ADDRLP4 24
ARGP4
ADDRGP4 $528
ARGP4
ADDRLP4 6404
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 6404
INDIRP4
ARGP4
ADDRLP4 6408
ADDRGP4 atoi
CALLI4
ASGNI4
ADDRLP4 2180
ADDRLP4 6408
INDIRI4
ASGNI4
line 1392
;1391:	// team Leader (1 = leader, 0 is normal player)
;1392:	teamLeader = client->sess.teamLeader;
ADDRLP4 2184
ADDRLP4 12
INDIRP4
CNSTI4 1676
ADDP4
INDIRI4
ASGNI4
line 1395
;1393:
;1394:	// colors
;1395:	strcpy(c1, Info_ValueForKey( userinfo, "color1" ));
ADDRLP4 24
ARGP4
ADDRGP4 $529
ARGP4
ADDRLP4 6412
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 2256
ARGP4
ADDRLP4 6412
INDIRP4
ARGP4
ADDRGP4 strcpy
CALLP4
pop
line 1396
;1396:	strcpy(c2, Info_ValueForKey( userinfo, "color2" ));
ADDRLP4 24
ARGP4
ADDRGP4 $530
ARGP4
ADDRLP4 6416
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 3280
ARGP4
ADDRLP4 6416
INDIRP4
ARGP4
ADDRGP4 strcpy
CALLP4
pop
line 1398
;1397:
;1398:	strcpy(redTeam, Info_ValueForKey( userinfo, "g_redteam" ));
ADDRLP4 24
ARGP4
ADDRGP4 $531
ARGP4
ADDRLP4 6420
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 4308
ARGP4
ADDRLP4 6420
INDIRP4
ARGP4
ADDRGP4 strcpy
CALLP4
pop
line 1399
;1399:	strcpy(blueTeam, Info_ValueForKey( userinfo, "g_blueteam" ));
ADDRLP4 24
ARGP4
ADDRGP4 $532
ARGP4
ADDRLP4 6424
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 5332
ARGP4
ADDRLP4 6424
INDIRP4
ARGP4
ADDRGP4 strcpy
CALLP4
pop
line 1403
;1400:
;1401:	// send over a subset of the userinfo keys so other clients can
;1402:	// print scoreboards, display models, and play custom sounds
;1403:	if ( ent->r.svFlags & SVF_BOT ) {
ADDRLP4 1052
INDIRP4
CNSTI4 304
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $533
line 1404
;1404:		s = va("n\\%s\\t\\%i\\model\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tt\\%d\\tl\\%d",
ADDRLP4 24
ARGP4
ADDRGP4 $536
ARGP4
ADDRLP4 6428
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRGP4 $535
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRLP4 4304
INDIRI4
ARGI4
ADDRLP4 1092
ARGP4
ADDRLP4 2256
ARGP4
ADDRLP4 3280
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1464
ADDP4
INDIRI4
ARGI4
ADDRLP4 12
INDIRP4
CNSTI4 1652
ADDP4
INDIRI4
ARGI4
ADDRLP4 12
INDIRP4
CNSTI4 1656
ADDP4
INDIRI4
ARGI4
ADDRLP4 6428
INDIRP4
ARGP4
ADDRLP4 2180
INDIRI4
ARGI4
ADDRLP4 2184
INDIRI4
ARGI4
ADDRLP4 6436
ADDRGP4 va
CALLP4
ASGNP4
ADDRLP4 16
ADDRLP4 6436
INDIRP4
ASGNP4
line 1408
;1405:			client->pers.netname, team, model,  c1, c2, 
;1406:			client->pers.maxHealth, client->sess.wins, client->sess.losses,
;1407:			Info_ValueForKey( userinfo, "skill" ), teamTask, teamLeader );
;1408:	} else {
ADDRGP4 $534
JUMPV
LABELV $533
line 1409
;1409:		s = va("n\\%s\\t\\%i\\model\\%s\\g_redteam\\%s\\g_blueteam\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\tl\\%d",
ADDRGP4 $537
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
ARGI4
ADDRLP4 1092
ARGP4
ADDRLP4 4308
ARGP4
ADDRLP4 5332
ARGP4
ADDRLP4 2256
ARGP4
ADDRLP4 3280
ARGP4
ADDRLP4 12
INDIRP4
CNSTI4 1464
ADDP4
INDIRI4
ARGI4
ADDRLP4 12
INDIRP4
CNSTI4 1652
ADDP4
INDIRI4
ARGI4
ADDRLP4 12
INDIRP4
CNSTI4 1656
ADDP4
INDIRI4
ARGI4
ADDRLP4 2180
INDIRI4
ARGI4
ADDRLP4 2184
INDIRI4
ARGI4
ADDRLP4 6432
ADDRGP4 va
CALLP4
ASGNP4
ADDRLP4 16
ADDRLP4 6432
INDIRP4
ASGNP4
line 1412
;1410:			client->pers.netname, client->sess.sessionTeam, model, redTeam, blueTeam, c1, c2, 
;1411:			client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask, teamLeader);
;1412:	}
LABELV $534
line 1414
;1413:
;1414:	trap_SetConfigstring( CS_PLAYERS+clientNum, s );
ADDRFP4 0
INDIRI4
CNSTI4 544
ADDI4
ARGI4
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 1416
;1415:
;1416:	if (g_logClientInfo.integer)
ADDRGP4 g_logClientInfo+12
INDIRI4
CNSTI4 0
EQI4 $538
line 1417
;1417:	{
line 1418
;1418:		G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, s );
ADDRGP4 $541
ARGP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 16
INDIRP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1419
;1419:	}
LABELV $538
line 1420
;1420:}
LABELV $439
endproc ClientUserinfoChanged 6440 52
bss
align 1
LABELV $566
skip 1024
export ClientConnect
code
proc ClientConnect 1128 16
line 1442
;1421:
;1422:/*
;1423:===========
;1424:ClientConnect
;1425:
;1426:Called when a player begins connecting to the server.
;1427:Called again for every map change or tournement restart.
;1428:
;1429:The session information will be valid after exit.
;1430:
;1431:Return NULL if the client should be allowed, otherwise return
;1432:a string with the reason for denial.
;1433:
;1434:Otherwise, the client will be sent the current gamestate
;1435:and will eventually get to ClientBegin.
;1436:
;1437:firstTime will be qtrue the very first time a client connects
;1438:to the server machine, but qfalse on map changes and tournement
;1439:restarts.
;1440:============
;1441:*/
;1442:char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
line 1453
;1443:	char		*value;
;1444:	char		*value2;	//cm BanClients
;1445://	char		*areabits;
;1446:	gclient_t	*client;
;1447:	char		userinfo[MAX_INFO_STRING];
;1448:	char tmpIP[22];			//cm BanClients
;1449:	gentity_t	*ent;
;1450:	gentity_t	*te;
;1451:	int			i;			//cm BanClients
;1452:
;1453:	ent = &g_entities[ clientNum ];
ADDRLP4 1056
CNSTI4 852
ADDRFP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 1455
;1454:
;1455:	trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 28
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 1459
;1456:
;1457:	// check to see if they are on the banned IP list
;1458:	//cm BanClients
;1459:	Q_strncpyz(tmpIP, Info_ValueForKey (userinfo, "ip"),sizeof(tmpIP) ); 
ADDRLP4 28
ARGP4
ADDRGP4 $451
ARGP4
ADDRLP4 1072
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 0
ARGP4
ADDRLP4 1072
INDIRP4
ARGP4
CNSTI4 22
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1460
;1460:	if ( G_FilterPacket( tmpIP ) ) {
ADDRLP4 0
ARGP4
ADDRLP4 1076
ADDRGP4 G_FilterPacket
CALLI4
ASGNI4
ADDRLP4 1076
INDIRI4
CNSTI4 0
EQI4 $543
line 1461
;1461:		return "Banned.";
ADDRGP4 $545
RETP4
ADDRGP4 $542
JUMPV
LABELV $543
line 1464
;1462:	}
;1463:
;1464:	if ( firstTime ) {
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $546
line 1465
;1465:		if (strcmp(tmpIP, "") == 0 && !isBot) {
ADDRLP4 0
ARGP4
ADDRGP4 $550
ARGP4
ADDRLP4 1080
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 1084
CNSTI4 0
ASGNI4
ADDRLP4 1080
INDIRI4
ADDRLP4 1084
INDIRI4
NEI4 $548
ADDRFP4 8
INDIRI4
ADDRLP4 1084
INDIRI4
NEI4 $548
line 1466
;1466:			return "You don't have an IP address!";
ADDRGP4 $551
RETP4
ADDRGP4 $542
JUMPV
LABELV $548
line 1468
;1467:		}
;1468:	}
LABELV $546
line 1470
;1469:	
;1470:	if ( firstTime && G_CheckMaxConnections( tmpIP ) ) {
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $552
ADDRLP4 0
ARGP4
ADDRLP4 1080
ADDRGP4 G_CheckMaxConnections
CALLI4
ASGNI4
ADDRLP4 1080
INDIRI4
CNSTI4 0
EQI4 $552
line 1471
;1471:		return va("Maximum Connections Per IP: %d.", sv_maxConnections.integer );
ADDRGP4 $554
ARGP4
ADDRGP4 sv_maxConnections+12
INDIRI4
ARGI4
ADDRLP4 1084
ADDRGP4 va
CALLP4
ASGNP4
ADDRLP4 1084
INDIRP4
RETP4
ADDRGP4 $542
JUMPV
LABELV $552
line 1480
;1472:	}
;1473:
;1474:	/*value = Info_ValueForKey (userinfo, "ip");
;1475:	if ( G_FilterPacket( value ) ) {
;1476:		return "Banned.";
;1477:	}*/
;1478:	//END
;1479:
;1480:	if ( !( ent->r.svFlags & SVF_BOT ) && !isBot && g_needpass.integer ) {
ADDRLP4 1084
CNSTI4 0
ASGNI4
ADDRLP4 1056
INDIRP4
CNSTI4 304
ADDP4
INDIRI4
CNSTI4 8
BANDI4
ADDRLP4 1084
INDIRI4
NEI4 $556
ADDRFP4 8
INDIRI4
ADDRLP4 1084
INDIRI4
NEI4 $556
ADDRGP4 g_needpass+12
INDIRI4
ADDRLP4 1084
INDIRI4
EQI4 $556
line 1482
;1481:		// check for a password
;1482:		value = Info_ValueForKey (userinfo, "password");
ADDRLP4 28
ARGP4
ADDRGP4 $559
ARGP4
ADDRLP4 1088
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1064
ADDRLP4 1088
INDIRP4
ASGNP4
line 1483
;1483:		if ( g_password.string[0] && Q_stricmp( g_password.string, "none" ) &&
ADDRGP4 g_password+16
INDIRI1
CVII4 1
CNSTI4 0
EQI4 $560
ADDRGP4 g_password+16
ARGP4
ADDRGP4 $564
ARGP4
ADDRLP4 1092
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 1092
INDIRI4
CNSTI4 0
EQI4 $560
ADDRGP4 g_password+16
ARGP4
ADDRLP4 1064
INDIRP4
ARGP4
ADDRLP4 1096
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 1096
INDIRI4
CNSTI4 0
EQI4 $560
line 1484
;1484:			strcmp( g_password.string, value) != 0) {
line 1486
;1485:			static char sTemp[1024];
;1486:			Q_strncpyz(sTemp, G_GetStripEdString("SVINGAME","INVALID_PASSWORD"), sizeof (sTemp) );
ADDRGP4 $148
ARGP4
ADDRGP4 $567
ARGP4
ADDRLP4 1100
ADDRGP4 G_GetStripEdString
CALLP4
ASGNP4
ADDRGP4 $566
ARGP4
ADDRLP4 1100
INDIRP4
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1487
;1487:			return sTemp;// return "Invalid password";
ADDRGP4 $566
RETP4
ADDRGP4 $542
JUMPV
LABELV $560
line 1489
;1488:		}
;1489:	}
LABELV $556
line 1490
;1490:	if (strcmp(Info_ValueForKey (userinfo, "cl_punkbuster"),"") != 0 || strcmp(Info_ValueForKey (userinfo, "cl_guid"),"") != 0) {
ADDRLP4 28
ARGP4
ADDRGP4 $570
ARGP4
ADDRLP4 1088
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1088
INDIRP4
ARGP4
ADDRGP4 $550
ARGP4
ADDRLP4 1092
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 1092
INDIRI4
CNSTI4 0
NEI4 $572
ADDRLP4 28
ARGP4
ADDRGP4 $571
ARGP4
ADDRLP4 1096
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1096
INDIRP4
ARGP4
ADDRGP4 $550
ARGP4
ADDRLP4 1100
ADDRGP4 strcmp
CALLI4
ASGNI4
ADDRLP4 1100
INDIRI4
CNSTI4 0
EQI4 $568
LABELV $572
line 1491
;1491:			return "Fake Player Settings Detected.";
ADDRGP4 $573
RETP4
ADDRGP4 $542
JUMPV
LABELV $568
line 1495
;1492:	}//JediDog: End of fake players detection
;1493:
;1494:	// they can connect
;1495:	ent->client = level.clients + clientNum;
ADDRLP4 1056
INDIRP4
CNSTI4 408
ADDP4
CNSTI4 3024
ADDRFP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1496
;1496:	client = ent->client;
ADDRLP4 24
ADDRLP4 1056
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ASGNP4
line 1500
;1497:
;1498://	areabits = client->areabits;
;1499:
;1500:	memset( client, 0, sizeof(*client) );
ADDRLP4 24
INDIRP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 3024
ARGI4
ADDRGP4 memset
CALLP4
pop
line 1502
;1501:
;1502:	client->pers.connected = CON_CONNECTING;
ADDRLP4 24
INDIRP4
CNSTI4 1380
ADDP4
CNSTI4 1
ASGNI4
line 1505
;1503:
;1504:	// read or initialize the session data
;1505:	if ( firstTime || level.newSession ) {
ADDRLP4 1104
CNSTI4 0
ASGNI4
ADDRFP4 4
INDIRI4
ADDRLP4 1104
INDIRI4
NEI4 $577
ADDRGP4 level+64
INDIRI4
ADDRLP4 1104
INDIRI4
EQI4 $574
LABELV $577
line 1506
;1506:   		G_InitSessionData( client, userinfo, isBot, firstTime );
ADDRLP4 24
INDIRP4
ARGP4
ADDRLP4 28
ARGP4
ADDRFP4 8
INDIRI4
ARGI4
ADDRFP4 4
INDIRI4
ARGI4
ADDRGP4 G_InitSessionData
CALLV
pop
line 1507
;1507:	}
LABELV $574
line 1508
;1508:	G_ReadSessionData( client );
ADDRLP4 24
INDIRP4
ARGP4
ADDRGP4 G_ReadSessionData
CALLV
pop
line 1510
;1509:
;1510:	if ( firstTime || level.newSession ) {
ADDRLP4 1108
CNSTI4 0
ASGNI4
ADDRFP4 4
INDIRI4
ADDRLP4 1108
INDIRI4
NEI4 $581
ADDRGP4 level+64
INDIRI4
ADDRLP4 1108
INDIRI4
EQI4 $578
LABELV $581
line 1511
;1511:	if ( Q_stricmp(tmpIP, "" ) || tmpIP[0] != 0 ) {
ADDRLP4 0
ARGP4
ADDRGP4 $550
ARGP4
ADDRLP4 1112
ADDRGP4 Q_stricmp
CALLI4
ASGNI4
ADDRLP4 1116
CNSTI4 0
ASGNI4
ADDRLP4 1112
INDIRI4
ADDRLP4 1116
INDIRI4
NEI4 $584
ADDRLP4 0
INDIRI1
CVII4 1
ADDRLP4 1116
INDIRI4
EQI4 $582
LABELV $584
line 1512
;1512:		i=0;
ADDRLP4 1052
CNSTI4 0
ASGNI4
ADDRGP4 $586
JUMPV
LABELV $585
line 1513
;1513:		while(++i<strlen(tmpIP))if(tmpIP[i]==':')tmpIP[i]=0;
ADDRLP4 1052
INDIRI4
ADDRLP4 0
ADDP4
INDIRI1
CVII4 1
CNSTI4 58
NEI4 $588
ADDRLP4 1052
INDIRI4
ADDRLP4 0
ADDP4
CNSTI1 0
ASGNI1
LABELV $588
LABELV $586
ADDRLP4 1120
ADDRLP4 1052
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 1052
ADDRLP4 1120
INDIRI4
ASGNI4
ADDRLP4 0
ARGP4
ADDRLP4 1124
ADDRGP4 strlen
CALLI4
ASGNI4
ADDRLP4 1120
INDIRI4
ADDRLP4 1124
INDIRI4
LTI4 $585
line 1514
;1514:		Q_strncpyz(client->sess.IPstring, tmpIP, sizeof(client->sess.IPstring));
ADDRLP4 24
INDIRP4
CNSTI4 1688
ADDP4
ARGP4
ADDRLP4 0
ARGP4
CNSTI4 64
ARGI4
ADDRGP4 Q_strncpyz
CALLV
pop
line 1515
;1515:	}
LABELV $582
line 1516
;1516:	}
LABELV $578
line 1518
;1517:
;1518:	if( isBot ) {
ADDRFP4 8
INDIRI4
CNSTI4 0
EQI4 $590
line 1519
;1519:		ent->r.svFlags |= SVF_BOT;
ADDRLP4 1112
ADDRLP4 1056
INDIRP4
CNSTI4 304
ADDP4
ASGNP4
ADDRLP4 1112
INDIRP4
ADDRLP4 1112
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 1520
;1520:		ent->inuse = qtrue;
ADDRLP4 1056
INDIRP4
CNSTI4 412
ADDP4
CNSTI4 1
ASGNI4
line 1521
;1521:		if( !G_BotConnect( clientNum, !firstTime ) ) {
ADDRFP4 0
INDIRI4
ARGI4
ADDRFP4 4
INDIRI4
CNSTI4 0
NEI4 $595
ADDRLP4 1116
CNSTI4 1
ASGNI4
ADDRGP4 $596
JUMPV
LABELV $595
ADDRLP4 1116
CNSTI4 0
ASGNI4
LABELV $596
ADDRLP4 1116
INDIRI4
ARGI4
ADDRLP4 1120
ADDRGP4 G_BotConnect
CALLI4
ASGNI4
ADDRLP4 1120
INDIRI4
CNSTI4 0
NEI4 $592
line 1522
;1522:			return "BotConnectfailed";
ADDRGP4 $597
RETP4
ADDRGP4 $542
JUMPV
LABELV $592
line 1524
;1523:		}
;1524:	}
LABELV $590
line 1527
;1525:
;1526:	// get and distribute relevent paramters
;1527:	G_LogPrintf( "ClientConnect: %i\n", clientNum );
ADDRGP4 $598
ARGP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1528
;1528:	ClientUserinfoChanged( clientNum );
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 1531
;1529:
;1530:	// don't do the "xxx connected" messages if they were caried over from previous level
;1531:	if ( firstTime ) {
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $599
line 1532
;1532:		trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", client->pers.netname, G_GetStripEdString("SVINGAME", "PLCONNECT")) );
ADDRGP4 $148
ARGP4
ADDRGP4 $602
ARGP4
ADDRLP4 1112
ADDRGP4 G_GetStripEdString
CALLP4
ASGNP4
ADDRGP4 $601
ARGP4
ADDRLP4 24
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRLP4 1112
INDIRP4
ARGP4
ADDRLP4 1116
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 -1
ARGI4
ADDRLP4 1116
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1533
;1533:		value2 = Info_ValueForKey (userinfo, "name");
ADDRLP4 28
ARGP4
ADDRGP4 $458
ARGP4
ADDRLP4 1120
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1068
ADDRLP4 1120
INDIRP4
ASGNP4
line 1534
;1534:		if( !isBot ){
ADDRFP4 8
INDIRI4
CNSTI4 0
NEI4 $603
line 1535
;1535:			G_LogPrintf( "ClientConnect: %i '%s' -> '%s'\n", clientNum, value2, client->sess.IPstring );
ADDRGP4 $605
ARGP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 1068
INDIRP4
ARGP4
ADDRLP4 24
INDIRP4
CNSTI4 1688
ADDP4
ARGP4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1536
;1536:		}
LABELV $603
line 1537
;1537:	}
LABELV $599
line 1539
;1538:
;1539:	if ( g_gametype.integer >= GT_TEAM &&
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
LTI4 $606
ADDRLP4 24
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
EQI4 $606
line 1540
;1540:		client->sess.sessionTeam != TEAM_SPECTATOR ) {
line 1541
;1541:		BroadcastTeamChange( client, -1 );
ADDRLP4 24
INDIRP4
ARGP4
CNSTI4 -1
ARGI4
ADDRGP4 BroadcastTeamChange
CALLV
pop
line 1542
;1542:	}
LABELV $606
line 1545
;1543:
;1544:	// count current clients and rank for scoreboard
;1545:	CalculateRanks();
ADDRGP4 CalculateRanks
CALLV
pop
line 1547
;1546:
;1547:	te = G_TempEntity( vec3_origin, EV_CLIENTJOIN );
ADDRGP4 vec3_origin
ARGP4
CNSTI4 1
ARGI4
ADDRLP4 1112
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 1060
ADDRLP4 1112
INDIRP4
ASGNP4
line 1548
;1548:	te->r.svFlags |= SVF_BROADCAST;
ADDRLP4 1116
ADDRLP4 1060
INDIRP4
CNSTI4 304
ADDP4
ASGNP4
ADDRLP4 1116
INDIRP4
ADDRLP4 1116
INDIRP4
INDIRI4
CNSTI4 32
BORI4
ASGNI4
line 1549
;1549:	te->s.eventParm = clientNum;
ADDRLP4 1060
INDIRP4
CNSTI4 256
ADDP4
ADDRFP4 0
INDIRI4
ASGNI4
line 1556
;1550:
;1551:	// for statistics
;1552://	client->areabits = areabits;
;1553://	if ( !client->areabits )
;1554://		client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 );
;1555:
;1556:	return NULL;
CNSTP4 0
RETP4
LABELV $542
endproc ClientConnect 1128 16
export ClientBegin
proc ClientBegin 1108 12
line 1570
;1557:}
;1558:
;1559:void G_WriteClientSessionData( gclient_t *client );
;1560:
;1561:/*
;1562:===========
;1563:ClientBegin
;1564:
;1565:called when a client has finished connecting, and is ready
;1566:to be placed into the level.  This will happen every level load,
;1567:and on transition between teams, but doesn't happen on respawns
;1568:============
;1569:*/
;1570:void ClientBegin( int clientNum, qboolean allowTeamReset ) {
line 1577
;1571:	gentity_t	*ent;
;1572:	gclient_t	*client;
;1573:	gentity_t	*tent;
;1574:	int			flags, i;
;1575:	char		userinfo[MAX_INFO_VALUE], *modelname;
;1576:
;1577:	ent = g_entities + clientNum;
ADDRLP4 4
CNSTI4 852
ADDRFP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 1579
;1578:
;1579:	if ((ent->r.svFlags & SVF_BOT) && g_gametype.integer >= GT_TEAM)
ADDRLP4 4
INDIRP4
CNSTI4 304
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $610
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
LTI4 $610
line 1580
;1580:	{
line 1581
;1581:		if (allowTeamReset)
ADDRFP4 4
INDIRI4
CNSTI4 0
EQI4 $613
line 1582
;1582:		{
line 1583
;1583:			const char *team = "Red";
ADDRLP4 1048
ADDRGP4 $615
ASGNP4
line 1587
;1584:			int preSess;
;1585:
;1586:			//SetTeam(ent, "");
;1587:			ent->client->sess.sessionTeam = PickTeam(-1);
CNSTI4 -1
ARGI4
ADDRLP4 1056
ADDRGP4 PickTeam
CALLI4
ASGNI4
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
ADDRLP4 1056
INDIRI4
ASGNI4
line 1588
;1588:			trap_GetUserinfo(clientNum, userinfo, MAX_INFO_STRING);
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 12
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 1590
;1589:
;1590:			if (ent->client->sess.sessionTeam == TEAM_SPECTATOR)
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
NEI4 $616
line 1591
;1591:			{
line 1592
;1592:				ent->client->sess.sessionTeam = TEAM_RED;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
CNSTI4 1
ASGNI4
line 1593
;1593:			}
LABELV $616
line 1595
;1594:
;1595:			if (ent->client->sess.sessionTeam == TEAM_RED)
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 1
NEI4 $618
line 1596
;1596:			{
line 1597
;1597:				team = "Red";
ADDRLP4 1048
ADDRGP4 $615
ASGNP4
line 1598
;1598:			}
ADDRGP4 $619
JUMPV
LABELV $618
line 1600
;1599:			else
;1600:			{
line 1601
;1601:				team = "Blue";
ADDRLP4 1048
ADDRGP4 $620
ASGNP4
line 1602
;1602:			}
LABELV $619
line 1604
;1603:
;1604:			Info_SetValueForKey( userinfo, "team", team );
ADDRLP4 12
ARGP4
ADDRGP4 $510
ARGP4
ADDRLP4 1048
INDIRP4
ARGP4
ADDRGP4 Info_SetValueForKey
CALLV
pop
line 1606
;1605:
;1606:			trap_SetUserinfo( clientNum, userinfo );
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 12
ARGP4
ADDRGP4 trap_SetUserinfo
CALLV
pop
line 1608
;1607:
;1608:			ent->client->ps.persistant[ PERS_TEAM ] = ent->client->sess.sessionTeam;
ADDRLP4 1060
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ASGNP4
ADDRLP4 1060
INDIRP4
CNSTI4 292
ADDP4
ADDRLP4 1060
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
ASGNI4
line 1610
;1609:
;1610:			preSess = ent->client->sess.sessionTeam;
ADDRLP4 1052
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
ASGNI4
line 1611
;1611:			G_ReadSessionData( ent->client );
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ARGP4
ADDRGP4 G_ReadSessionData
CALLV
pop
line 1612
;1612:			ent->client->sess.sessionTeam = preSess;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
ADDRLP4 1052
INDIRI4
ASGNI4
line 1613
;1613:			G_WriteClientSessionData(ent->client);
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ARGP4
ADDRGP4 G_WriteClientSessionData
CALLV
pop
line 1614
;1614:			ClientUserinfoChanged( clientNum );
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 1615
;1615:			ClientBegin(clientNum, qfalse);
ADDRFP4 0
INDIRI4
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 ClientBegin
CALLV
pop
line 1616
;1616:			return;
ADDRGP4 $609
JUMPV
LABELV $613
line 1618
;1617:		}
;1618:	}
LABELV $610
line 1620
;1619:
;1620:	client = level.clients + clientNum;
ADDRLP4 8
CNSTI4 3024
ADDRFP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1622
;1621:
;1622:	if ( ent->r.linked ) {
ADDRLP4 4
INDIRP4
CNSTI4 296
ADDP4
INDIRI4
CNSTI4 0
EQI4 $621
line 1623
;1623:		trap_UnlinkEntity( ent );
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 1624
;1624:	}
LABELV $621
line 1625
;1625:	G_InitGentity( ent );
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 G_InitGentity
CALLV
pop
line 1626
;1626:	ent->touch = 0;
ADDRLP4 4
INDIRP4
CNSTI4 648
ADDP4
CNSTP4 0
ASGNP4
line 1627
;1627:	ent->pain = 0;
ADDRLP4 4
INDIRP4
CNSTI4 656
ADDP4
CNSTP4 0
ASGNP4
line 1628
;1628:	ent->client = client;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
ADDRLP4 8
INDIRP4
ASGNP4
line 1630
;1629:
;1630:	client->pers.connected = CON_CONNECTED;
ADDRLP4 8
INDIRP4
CNSTI4 1380
ADDP4
CNSTI4 2
ASGNI4
line 1631
;1631:	client->pers.enterTime = level.time;
ADDRLP4 8
INDIRP4
CNSTI4 1468
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 1632
;1632:	client->pers.teamState.state = TEAM_BEGIN;
ADDRLP4 8
INDIRP4
CNSTI4 1472
ADDP4
CNSTI4 0
ASGNI4
line 1639
;1633:
;1634:	// save eflags around this, because changing teams will
;1635:	// cause this to happen with a valid entity, and we
;1636:	// want to make sure the teleport bit is set right
;1637:	// so the viewpoint doesn't interpolate through the
;1638:	// world to the new position
;1639:	flags = client->ps.eFlags;
ADDRLP4 1036
ADDRLP4 8
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
ASGNI4
line 1641
;1640:
;1641:	i = 0;
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $625
JUMPV
LABELV $624
line 1644
;1642:
;1643:	while (i < NUM_FORCE_POWERS)
;1644:	{
line 1645
;1645:		if (ent->client->ps.fd.forcePowersActive & (1 << i))
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 848
ADDP4
INDIRI4
CNSTI4 1
ADDRLP4 0
INDIRI4
LSHI4
BANDI4
CNSTI4 0
EQI4 $627
line 1646
;1646:		{
line 1647
;1647:			WP_ForcePowerStop(ent, i);
ADDRLP4 4
INDIRP4
ARGP4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 WP_ForcePowerStop
CALLV
pop
line 1648
;1648:		}
LABELV $627
line 1649
;1649:		i++;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1650
;1650:	}
LABELV $625
line 1643
ADDRLP4 0
INDIRI4
CNSTI4 18
LTI4 $624
line 1652
;1651:
;1652:	i = TRACK_CHANNEL_1;
ADDRLP4 0
CNSTI4 51
ASGNI4
ADDRGP4 $630
JUMPV
LABELV $629
line 1655
;1653:
;1654:	while (i < NUM_TRACK_CHANNELS)
;1655:	{
line 1656
;1656:		if (ent->client->ps.fd.killSoundEntIndex[i-50] && ent->client->ps.fd.killSoundEntIndex[i-50] < MAX_GENTITIES && ent->client->ps.fd.killSoundEntIndex[i-50] > 0)
ADDRLP4 1048
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
CNSTI4 200
SUBI4
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1200
ADDP4
ADDP4
INDIRI4
ASGNI4
ADDRLP4 1052
CNSTI4 0
ASGNI4
ADDRLP4 1048
INDIRI4
ADDRLP4 1052
INDIRI4
EQI4 $632
ADDRLP4 1048
INDIRI4
CNSTI4 1024
GEI4 $632
ADDRLP4 1048
INDIRI4
ADDRLP4 1052
INDIRI4
LEI4 $632
line 1657
;1657:		{
line 1658
;1658:			G_MuteSound(ent->client->ps.fd.killSoundEntIndex[i-50], CHAN_VOICE);
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
CNSTI4 200
SUBI4
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1200
ADDP4
ADDP4
INDIRI4
ARGI4
CNSTI4 3
ARGI4
ADDRGP4 G_MuteSound
CALLV
pop
line 1659
;1659:		}
LABELV $632
line 1660
;1660:		i++;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1661
;1661:	}
LABELV $630
line 1654
ADDRLP4 0
INDIRI4
CNSTI4 56
LTI4 $629
line 1662
;1662:	i = 0;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 1664
;1663:
;1664:	memset( &client->ps, 0, sizeof( client->ps ) );
ADDRLP4 8
INDIRP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 1380
ARGI4
ADDRGP4 memset
CALLP4
pop
line 1665
;1665:	client->ps.eFlags = flags;
ADDRLP4 8
INDIRP4
CNSTI4 108
ADDP4
ADDRLP4 1036
INDIRI4
ASGNI4
line 1667
;1666:
;1667:	client->ps.hasDetPackPlanted = qfalse;
ADDRLP4 8
INDIRP4
CNSTI4 640
ADDP4
CNSTI4 0
ASGNI4
line 1670
;1668:
;1669:	//first-time force power initialization
;1670:	WP_InitForcePowers( ent );
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 WP_InitForcePowers
CALLV
pop
line 1673
;1671:
;1672:	//init saber ent
;1673:	WP_SaberInitBladeData( ent );
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 WP_SaberInitBladeData
CALLV
pop
line 1676
;1674:
;1675:	// First time model setup for that player.
;1676:	trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
ADDRFP4 0
INDIRI4
ARGI4
ADDRLP4 12
ARGP4
CNSTI4 1024
ARGI4
ADDRGP4 trap_GetUserinfo
CALLV
pop
line 1677
;1677:	modelname = Info_ValueForKey (userinfo, "model");
ADDRLP4 12
ARGP4
ADDRGP4 $503
ARGP4
ADDRLP4 1048
ADDRGP4 Info_ValueForKey
CALLP4
ASGNP4
ADDRLP4 1040
ADDRLP4 1048
INDIRP4
ASGNP4
line 1678
;1678:	SetupGameGhoul2Model(client, modelname);
ADDRLP4 8
INDIRP4
ARGP4
ADDRLP4 1040
INDIRP4
ARGP4
ADDRGP4 SetupGameGhoul2Model
CALLV
pop
line 1680
;1679:
;1680:	if (ent->client->ghoul2)
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $634
line 1681
;1681:	{
line 1682
;1682:		ent->bolt_Head = trap_G2API_AddBolt(ent->client->ghoul2, 0, "cranium");
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $430
ARGP4
ADDRLP4 1056
ADDRGP4 trap_G2API_AddBolt
CALLI4
ASGNI4
ADDRLP4 4
INDIRP4
CNSTI4 784
ADDP4
ADDRLP4 1056
INDIRI4
ASGNI4
line 1683
;1683:		ent->bolt_Waist = trap_G2API_AddBolt(ent->client->ghoul2, 0, "thoracic");
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $636
ARGP4
ADDRLP4 1064
ADDRGP4 trap_G2API_AddBolt
CALLI4
ASGNI4
ADDRLP4 4
INDIRP4
CNSTI4 804
ADDP4
ADDRLP4 1064
INDIRI4
ASGNI4
line 1684
;1684:		ent->bolt_LArm = trap_G2API_AddBolt(ent->client->ghoul2, 0, "lradius");
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $637
ARGP4
ADDRLP4 1072
ADDRGP4 trap_G2API_AddBolt
CALLI4
ASGNI4
ADDRLP4 4
INDIRP4
CNSTI4 788
ADDP4
ADDRLP4 1072
INDIRI4
ASGNI4
line 1685
;1685:		ent->bolt_RArm = trap_G2API_AddBolt(ent->client->ghoul2, 0, "rradius");
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $638
ARGP4
ADDRLP4 1080
ADDRGP4 trap_G2API_AddBolt
CALLI4
ASGNI4
ADDRLP4 4
INDIRP4
CNSTI4 792
ADDP4
ADDRLP4 1080
INDIRI4
ASGNI4
line 1686
;1686:		ent->bolt_LLeg = trap_G2API_AddBolt(ent->client->ghoul2, 0, "ltibia");
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $639
ARGP4
ADDRLP4 1088
ADDRGP4 trap_G2API_AddBolt
CALLI4
ASGNI4
ADDRLP4 4
INDIRP4
CNSTI4 796
ADDP4
ADDRLP4 1088
INDIRI4
ASGNI4
line 1687
;1687:		ent->bolt_RLeg = trap_G2API_AddBolt(ent->client->ghoul2, 0, "rtibia");
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $640
ARGP4
ADDRLP4 1096
ADDRGP4 trap_G2API_AddBolt
CALLI4
ASGNI4
ADDRLP4 4
INDIRP4
CNSTI4 800
ADDP4
ADDRLP4 1096
INDIRI4
ASGNI4
line 1688
;1688:		ent->bolt_Motion = trap_G2API_AddBolt(ent->client->ghoul2, 0, "Motion");
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ARGP4
CNSTI4 0
ARGI4
ADDRGP4 $641
ARGP4
ADDRLP4 1104
ADDRGP4 trap_G2API_AddBolt
CALLI4
ASGNI4
ADDRLP4 4
INDIRP4
CNSTI4 808
ADDP4
ADDRLP4 1104
INDIRI4
ASGNI4
line 1689
;1689:	}
LABELV $634
line 1692
;1690:
;1691:	// locate ent at a spawn point
;1692:	ClientSpawn( ent );
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 ClientSpawn
CALLV
pop
line 1694
;1693:
;1694:	if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
ADDRLP4 8
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
EQI4 $642
line 1696
;1695:		// send event
;1696:		tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
CNSTI4 59
ARGI4
ADDRLP4 1052
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 1044
ADDRLP4 1052
INDIRP4
ASGNP4
line 1697
;1697:		tent->s.clientNum = ent->s.clientNum;
ADDRLP4 1056
CNSTI4 220
ASGNI4
ADDRLP4 1044
INDIRP4
ADDRLP4 1056
INDIRI4
ADDP4
ADDRLP4 4
INDIRP4
ADDRLP4 1056
INDIRI4
ADDP4
INDIRI4
ASGNI4
line 1699
;1698:
;1699:		if (Q_stristr(client->pers.netname, cm_clanTag.string)){
ADDRLP4 8
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRGP4 cm_clanTag+16
ARGP4
ADDRLP4 1060
ADDRGP4 Q_stristr
CALLP4
ASGNP4
ADDRLP4 1060
INDIRP4
CVPU4 4
CNSTU4 0
EQU4 $644
line 1700
;1700:			if (!(ent->r.svFlags & SVF_CLAN) && *cm_clanTag.string && cm_clanTag.string[0]){
ADDRLP4 1064
CNSTI4 0
ASGNI4
ADDRLP4 4
INDIRP4
CNSTI4 304
ADDP4
INDIRI4
CNSTI4 524288
BANDI4
ADDRLP4 1064
INDIRI4
NEI4 $647
ADDRGP4 cm_clanTag+16
INDIRI1
CVII4 1
ADDRLP4 1064
INDIRI4
EQI4 $647
ADDRGP4 cm_clanTag+16
INDIRI1
CVII4 1
ADDRLP4 1064
INDIRI4
EQI4 $647
line 1701
;1701:				client->cmClanTimer = 30;
ADDRLP4 8
INDIRP4
CNSTI4 1900
ADDP4
CNSTI4 30
ASGNI4
line 1702
;1702:				client->pers.amclanreserved = 1;
ADDRLP4 8
INDIRP4
CNSTI4 1552
ADDP4
CNSTI4 1
ASGNI4
line 1703
;1703:			}
LABELV $647
line 1704
;1704:		}
LABELV $644
line 1706
;1705:
;1706:		if ( g_gametype.integer != GT_TOURNAMENT  ) {
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
EQI4 $651
line 1707
;1707:			trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", client->pers.netname, G_GetStripEdString("SVINGAME", "PLENTER")) );
ADDRGP4 $148
ARGP4
ADDRGP4 $654
ARGP4
ADDRLP4 1064
ADDRGP4 G_GetStripEdString
CALLP4
ASGNP4
ADDRGP4 $601
ARGP4
ADDRLP4 8
INDIRP4
CNSTI4 1428
ADDP4
ARGP4
ADDRLP4 1064
INDIRP4
ARGP4
ADDRLP4 1068
ADDRGP4 va
CALLP4
ASGNP4
CNSTI4 -1
ARGI4
ADDRLP4 1068
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1708
;1708:		}
LABELV $651
line 1709
;1709:	}
LABELV $642
line 1710
;1710:	G_LogPrintf( "ClientBegin: %i\n", clientNum );
ADDRGP4 $655
ARGP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 G_LogPrintf
CALLV
pop
line 1713
;1711:
;1712:	// count current clients and rank for scoreboard
;1713:	CalculateRanks();
ADDRGP4 CalculateRanks
CALLV
pop
line 1715
;1714:
;1715:	if (client->sess.sessionTeam != TEAM_SPECTATOR){
ADDRLP4 8
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
EQI4 $656
line 1716
;1716:		trap_SendServerCommand( ent-g_entities, va("print \"\n\n^1Clan Mod\n^3===============================================\n^3||^1Author: ^6NeWaGe                             ^3||\n^3||^1Website: ^5http://www.ClanMod.org            ^3||\n^3===============================================\n^1* ^3Type in /HELP for a command list! ^1*\n\n\"" ) );
ADDRGP4 $658
ARGP4
ADDRLP4 1052
ADDRGP4 va
CALLP4
ASGNP4
ADDRLP4 4
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 852
DIVI4
ARGI4
ADDRLP4 1052
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1717
;1717:		trap_SendServerCommand( ent-g_entities, va("print \"%s\n\n\"", cm_console_motd.string ) );
ADDRGP4 $659
ARGP4
ADDRGP4 cm_console_motd+16
ARGP4
ADDRLP4 1056
ADDRGP4 va
CALLP4
ASGNP4
ADDRLP4 4
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 852
DIVI4
ARGI4
ADDRLP4 1056
INDIRP4
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1718
;1718:		ent->client->csTimeLeft = cm_motd_time.integer;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1892
ADDP4
ADDRGP4 cm_motd_time+12
INDIRI4
ASGNI4
line 1719
;1719:		if (level.matchMode == qtrue){
ADDRGP4 level+9116
INDIRI4
CNSTI4 1
NEI4 $662
line 1720
;1720:			trap_SendServerCommand( ent-g_entities, "print \"^5*** ^2CURRENT MODE: Clan Match ^5***\n\"");
ADDRLP4 4
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 852
DIVI4
ARGI4
ADDRGP4 $665
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1721
;1721:		} else if (level.meetingMode == qtrue){
ADDRGP4 $663
JUMPV
LABELV $662
ADDRGP4 level+9112
INDIRI4
CNSTI4 1
NEI4 $666
line 1722
;1722:			trap_SendServerCommand( ent-g_entities, "print \"^5*** ^2CURRENT MODE: Clan Meeting ^5***\n\"");
ADDRLP4 4
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 852
DIVI4
ARGI4
ADDRGP4 $669
ARGP4
ADDRGP4 trap_SendServerCommand
CALLV
pop
line 1723
;1723:		}
LABELV $666
LABELV $663
line 1724
;1724:	}
LABELV $656
line 1726
;1725:
;1726:	G_ClearClientLog(clientNum);
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 G_ClearClientLog
CALLV
pop
line 1727
;1727:}
LABELV $609
endproc ClientBegin 1108 12
proc AllForceDisabled 4 0
line 1730
;1728:
;1729:static qboolean AllForceDisabled(int force)
;1730:{
line 1733
;1731:	int i;
;1732:
;1733:	if (force)
ADDRFP4 0
INDIRI4
CNSTI4 0
EQI4 $671
line 1734
;1734:	{
line 1735
;1735:		for (i=0;i<NUM_FORCE_POWERS;i++)
ADDRLP4 0
CNSTI4 0
ASGNI4
LABELV $673
line 1736
;1736:		{
line 1737
;1737:			if (!(force & (1<<i)))
ADDRFP4 0
INDIRI4
CNSTI4 1
ADDRLP4 0
INDIRI4
LSHI4
BANDI4
CNSTI4 0
NEI4 $677
line 1738
;1738:			{
line 1739
;1739:				return qfalse;
CNSTI4 0
RETI4
ADDRGP4 $670
JUMPV
LABELV $677
line 1741
;1740:			}
;1741:		}
LABELV $674
line 1735
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 0
INDIRI4
CNSTI4 18
LTI4 $673
line 1743
;1742:
;1743:		return qtrue;
CNSTI4 1
RETI4
ADDRGP4 $670
JUMPV
LABELV $671
line 1746
;1744:	}
;1745:
;1746:	return qfalse;
CNSTI4 0
RETI4
LABELV $670
endproc AllForceDisabled 4 0
export ClientSpawn
proc ClientSpawn 1048 16
line 1759
;1747:}
;1748:
;1749:/*
;1750:===========
;1751:ClientSpawn
;1752:
;1753:Called every time a client is placed fresh in the world:
;1754:after the first ClientBegin, and after each respawn
;1755:Initializes all non-persistant parts of playerState
;1756:============
;1757:*/
;1758:extern qboolean WP_HasForcePowers( const playerState_t *ps );
;1759:void ClientSpawn(gentity_t *ent) {
line 1776
;1760:	int		index;
;1761:	vec3_t	spawn_origin, spawn_angles;
;1762:	gclient_t	*client;
;1763:	int		i;
;1764:	clientPersistant_t	saved;
;1765:	clientSession_t		savedSess;
;1766:	int		persistant[MAX_PERSISTANT];
;1767:	gentity_t	*spawnPoint;
;1768:	int		flags;
;1769:	int		savedPing;
;1770://	char	*savedAreaBits;
;1771:	int		accuracy_hits, accuracy_shots;
;1772:	int		eventSequence;
;1773://	char	userinfo[MAX_INFO_STRING];
;1774:	forcedata_t			savedForce;
;1775:	void		*ghoul2save;
;1776:	int		saveSaberNum = ENTITYNUM_NONE;
ADDRLP4 112
CNSTI4 1023
ASGNI4
line 1777
;1777:	int		wDisable = 0;
ADDRLP4 76
CNSTI4 0
ASGNI4
line 1779
;1778:
;1779:	index = ent - g_entities;
ADDRLP4 104
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 852
DIVI4
ASGNI4
line 1780
;1780:	client = ent->client;
ADDRLP4 0
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ASGNP4
line 1782
;1781:
;1782:	if (client->ps.fd.forceDoInit)
ADDRLP4 0
INDIRP4
CNSTI4 1184
ADDP4
INDIRI4
CNSTI4 0
EQI4 $680
line 1783
;1783:	{ //force a reread of force powers
line 1784
;1784:		WP_InitForcePowers( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 WP_InitForcePowers
CALLV
pop
line 1785
;1785:		client->ps.fd.forceDoInit = 0;
ADDRLP4 0
INDIRP4
CNSTI4 1184
ADDP4
CNSTI4 0
ASGNI4
line 1786
;1786:	}
LABELV $680
line 1790
;1787:	// find a spawn point
;1788:	// do it before setting health back up, so farthest
;1789:	// ranging doesn't count this client
;1790:	if ( client->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRLP4 0
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
NEI4 $682
line 1791
;1791:		spawnPoint = SelectSpectatorSpawnPoint ( 
ADDRLP4 80
ARGP4
ADDRLP4 92
ARGP4
ADDRLP4 980
ADDRGP4 SelectSpectatorSpawnPoint
CALLP4
ASGNP4
ADDRLP4 72
ADDRLP4 980
INDIRP4
ASGNP4
line 1793
;1792:						spawn_origin, spawn_angles);
;1793:	} else if (g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) {
ADDRGP4 $683
JUMPV
LABELV $682
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 7
EQI4 $688
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 8
NEI4 $684
LABELV $688
line 1795
;1794:		// all base oriented team games use the CTF spawn points
;1795:		spawnPoint = SelectCTFSpawnPoint ( 
ADDRLP4 0
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 1472
ADDP4
INDIRI4
ARGI4
ADDRLP4 80
ARGP4
ADDRLP4 92
ARGP4
ADDRLP4 984
ADDRGP4 SelectCTFSpawnPoint
CALLP4
ASGNP4
ADDRLP4 72
ADDRLP4 984
INDIRP4
ASGNP4
line 1799
;1796:						client->sess.sessionTeam, 
;1797:						client->pers.teamState.state, 
;1798:						spawn_origin, spawn_angles);
;1799:	}
ADDRGP4 $685
JUMPV
LABELV $684
line 1800
;1800:	else if (g_gametype.integer == GT_SAGA)
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 6
NEI4 $689
line 1801
;1801:	{
line 1802
;1802:		spawnPoint = SelectSagaSpawnPoint ( 
ADDRLP4 0
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
ARGI4
ADDRLP4 0
INDIRP4
CNSTI4 1472
ADDP4
INDIRI4
ARGI4
ADDRLP4 80
ARGP4
ADDRLP4 92
ARGP4
ADDRLP4 984
ADDRGP4 SelectSagaSpawnPoint
CALLP4
ASGNP4
ADDRLP4 72
ADDRLP4 984
INDIRP4
ASGNP4
line 1806
;1803:						client->sess.sessionTeam, 
;1804:						client->pers.teamState.state, 
;1805:						spawn_origin, spawn_angles);
;1806:	}
ADDRGP4 $690
JUMPV
LABELV $689
line 1807
;1807:	else {
LABELV $692
line 1808
;1808:		do {
line 1810
;1809:			// the first spawn should be at a good looking spot
;1810:			if ( !client->pers.initialSpawn && client->pers.localClient ) {
ADDRLP4 984
CNSTI4 0
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 1416
ADDP4
INDIRI4
ADDRLP4 984
INDIRI4
NEI4 $695
ADDRLP4 0
INDIRP4
CNSTI4 1412
ADDP4
INDIRI4
ADDRLP4 984
INDIRI4
EQI4 $695
line 1811
;1811:				client->pers.initialSpawn = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 1416
ADDP4
CNSTI4 1
ASGNI4
line 1812
;1812:				spawnPoint = SelectInitialSpawnPoint( spawn_origin, spawn_angles );
ADDRLP4 80
ARGP4
ADDRLP4 92
ARGP4
ADDRLP4 988
ADDRGP4 SelectInitialSpawnPoint
CALLP4
ASGNP4
ADDRLP4 72
ADDRLP4 988
INDIRP4
ASGNP4
line 1813
;1813:			} else {
ADDRGP4 $696
JUMPV
LABELV $695
line 1815
;1814:				// don't spawn near existing origin if possible
;1815:				spawnPoint = SelectSpawnPoint ( 
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
ARGP4
ADDRLP4 80
ARGP4
ADDRLP4 92
ARGP4
ADDRLP4 988
ADDRGP4 SelectSpawnPoint
CALLP4
ASGNP4
ADDRLP4 72
ADDRLP4 988
INDIRP4
ASGNP4
line 1818
;1816:					client->ps.origin, 
;1817:					spawn_origin, spawn_angles);
;1818:			}
LABELV $696
line 1822
;1819:
;1820:			// Tim needs to prevent bots from spawning at the initial point
;1821:			// on q3dm0...
;1822:			if ( ( spawnPoint->flags & FL_NO_BOTS ) && ( ent->r.svFlags & SVF_BOT ) ) {
ADDRLP4 988
CNSTI4 0
ASGNI4
ADDRLP4 72
INDIRP4
CNSTI4 472
ADDP4
INDIRI4
CNSTI4 8192
BANDI4
ADDRLP4 988
INDIRI4
EQI4 $697
ADDRFP4 0
INDIRP4
CNSTI4 304
ADDP4
INDIRI4
CNSTI4 8
BANDI4
ADDRLP4 988
INDIRI4
EQI4 $697
line 1823
;1823:				continue;	// try again
ADDRGP4 $693
JUMPV
LABELV $697
line 1826
;1824:			}
;1825:			// just to be symetric, we have a nohumans option...
;1826:			if ( ( spawnPoint->flags & FL_NO_HUMANS ) && !( ent->r.svFlags & SVF_BOT ) ) {
ADDRLP4 992
CNSTI4 0
ASGNI4
ADDRLP4 72
INDIRP4
CNSTI4 472
ADDP4
INDIRI4
CNSTI4 16384
BANDI4
ADDRLP4 992
INDIRI4
EQI4 $694
ADDRFP4 0
INDIRP4
CNSTI4 304
ADDP4
INDIRI4
CNSTI4 8
BANDI4
ADDRLP4 992
INDIRI4
NEI4 $694
line 1827
;1827:				continue;	// try again
line 1830
;1828:			}
;1829:
;1830:			break;
LABELV $693
line 1832
;1831:
;1832:		} while ( 1 );
ADDRGP4 $692
JUMPV
LABELV $694
line 1833
;1833:	}
LABELV $690
LABELV $685
LABELV $683
line 1834
;1834:	client->pers.teamState.state = TEAM_ACTIVE;
ADDRLP4 0
INDIRP4
CNSTI4 1472
ADDP4
CNSTI4 1
ASGNI4
line 1838
;1835:
;1836:	// toggle the teleport bit so the client knows to not lerp
;1837:	// and never clear the voted flag
;1838:	flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
ADDRLP4 108
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 108
ADDP4
INDIRI4
CNSTI4 540676
BANDI4
ASGNI4
line 1839
;1839:	flags ^= EF_TELEPORT_BIT;
ADDRLP4 108
ADDRLP4 108
INDIRI4
CNSTI4 4
BXORI4
ASGNI4
line 1843
;1840:
;1841:	// clear everything but the persistant data
;1842:
;1843:	saved = client->pers;
ADDRLP4 116
ADDRLP4 0
INDIRP4
CNSTI4 1380
ADDP4
INDIRB
ASGNB 256
line 1844
;1844:	savedSess = client->sess;
ADDRLP4 372
ADDRLP4 0
INDIRP4
CNSTI4 1636
ADDP4
INDIRB
ASGNB 116
line 1845
;1845:	savedPing = client->ps.ping;
ADDRLP4 488
ADDRLP4 0
INDIRP4
CNSTI4 484
ADDP4
INDIRI4
ASGNI4
line 1847
;1846://	savedAreaBits = client->areabits;
;1847:	accuracy_hits = client->accuracy_hits;
ADDRLP4 492
ADDRLP4 0
INDIRP4
CNSTI4 1844
ADDP4
INDIRI4
ASGNI4
line 1848
;1848:	accuracy_shots = client->accuracy_shots;
ADDRLP4 496
ADDRLP4 0
INDIRP4
CNSTI4 1840
ADDP4
INDIRI4
ASGNI4
line 1849
;1849:	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $701
line 1850
;1850:		persistant[i] = client->ps.persistant[i];
ADDRLP4 980
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 980
INDIRI4
ADDRLP4 8
ADDP4
ADDRLP4 980
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 280
ADDP4
ADDP4
INDIRI4
ASGNI4
line 1851
;1851:	}
LABELV $702
line 1849
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 16
LTI4 $701
line 1852
;1852:	eventSequence = client->ps.eventSequence;
ADDRLP4 500
ADDRLP4 0
INDIRP4
CNSTI4 112
ADDP4
INDIRI4
ASGNI4
line 1854
;1853:
;1854:	savedForce = client->ps.fd;
ADDRLP4 504
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
INDIRB
ASGNB 472
line 1856
;1855:
;1856:	ghoul2save = client->ghoul2;
ADDRLP4 976
ADDRLP4 0
INDIRP4
CNSTI4 2940
ADDP4
INDIRP4
ASGNP4
line 1858
;1857:
;1858:	saveSaberNum = client->ps.saberEntityNum;
ADDRLP4 112
ADDRLP4 0
INDIRP4
CNSTI4 544
ADDP4
INDIRI4
ASGNI4
line 1860
;1859:
;1860:	memset (client, 0, sizeof(*client)); // bk FIXME: Com_Memset?
ADDRLP4 0
INDIRP4
ARGP4
CNSTI4 0
ARGI4
CNSTI4 3024
ARGI4
ADDRGP4 memset
CALLP4
pop
line 1863
;1861:
;1862:	//rww - Don't wipe the ghoul2 instance or the animation data
;1863:	client->ghoul2 = ghoul2save;
ADDRLP4 0
INDIRP4
CNSTI4 2940
ADDP4
ADDRLP4 976
INDIRP4
ASGNP4
line 1866
;1864:
;1865:	//or the saber ent num
;1866:	client->ps.saberEntityNum = saveSaberNum;
ADDRLP4 0
INDIRP4
CNSTI4 544
ADDP4
ADDRLP4 112
INDIRI4
ASGNI4
line 1868
;1867:
;1868:	client->ps.fd = savedForce;
ADDRLP4 0
INDIRP4
CNSTI4 772
ADDP4
ADDRLP4 504
INDIRB
ASGNB 472
line 1870
;1869:
;1870:	client->ps.duelIndex = ENTITYNUM_NONE;
ADDRLP4 0
INDIRP4
CNSTI4 1296
ADDP4
CNSTI4 1023
ASGNI4
line 1872
;1871:
;1872:	client->pers = saved;
ADDRLP4 0
INDIRP4
CNSTI4 1380
ADDP4
ADDRLP4 116
INDIRB
ASGNB 256
line 1873
;1873:	client->sess = savedSess;
ADDRLP4 0
INDIRP4
CNSTI4 1636
ADDP4
ADDRLP4 372
INDIRB
ASGNB 116
line 1874
;1874:	client->ps.ping = savedPing;
ADDRLP4 0
INDIRP4
CNSTI4 484
ADDP4
ADDRLP4 488
INDIRI4
ASGNI4
line 1876
;1875://	client->areabits = savedAreaBits;
;1876:	client->accuracy_hits = accuracy_hits;
ADDRLP4 0
INDIRP4
CNSTI4 1844
ADDP4
ADDRLP4 492
INDIRI4
ASGNI4
line 1877
;1877:	client->accuracy_shots = accuracy_shots;
ADDRLP4 0
INDIRP4
CNSTI4 1840
ADDP4
ADDRLP4 496
INDIRI4
ASGNI4
line 1878
;1878:	client->lastkilled_client = -1;
ADDRLP4 0
INDIRP4
CNSTI4 1848
ADDP4
CNSTI4 -1
ASGNI4
line 1880
;1879:
;1880:	for ( i = 0 ; i < MAX_PERSISTANT ; i++ ) {
ADDRLP4 4
CNSTI4 0
ASGNI4
LABELV $705
line 1881
;1881:		client->ps.persistant[i] = persistant[i];
ADDRLP4 980
ADDRLP4 4
INDIRI4
CNSTI4 2
LSHI4
ASGNI4
ADDRLP4 980
INDIRI4
ADDRLP4 0
INDIRP4
CNSTI4 280
ADDP4
ADDP4
ADDRLP4 980
INDIRI4
ADDRLP4 8
ADDP4
INDIRI4
ASGNI4
line 1882
;1882:	}
LABELV $706
line 1880
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 16
LTI4 $705
line 1883
;1883:	client->ps.eventSequence = eventSequence;
ADDRLP4 0
INDIRP4
CNSTI4 112
ADDP4
ADDRLP4 500
INDIRI4
ASGNI4
line 1885
;1884:	// increment the spawncount so the client will detect the respawn
;1885:	client->ps.persistant[PERS_SPAWN_COUNT]++;
ADDRLP4 980
ADDRLP4 0
INDIRP4
CNSTI4 296
ADDP4
ASGNP4
ADDRLP4 980
INDIRP4
ADDRLP4 980
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 1886
;1886:	client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;
ADDRLP4 0
INDIRP4
CNSTI4 292
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
ASGNI4
line 1888
;1887:
;1888:	client->airOutTime = level.time + 12000;
ADDRLP4 0
INDIRP4
CNSTI4 1876
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 12000
ADDI4
ASGNI4
line 1892
;1889:
;1890://	trap_GetUserinfo( index, userinfo, sizeof(userinfo) );
;1891:	// set max health
;1892:	client->pers.maxHealth = 100;//atoi( Info_ValueForKey( userinfo, "handicap" ) );
ADDRLP4 0
INDIRP4
CNSTI4 1464
ADDP4
CNSTI4 100
ASGNI4
line 1893
;1893:	if ( client->pers.maxHealth < 1 || client->pers.maxHealth > 100 ) {
ADDRLP4 988
ADDRLP4 0
INDIRP4
CNSTI4 1464
ADDP4
INDIRI4
ASGNI4
ADDRLP4 988
INDIRI4
CNSTI4 1
LTI4 $712
ADDRLP4 988
INDIRI4
CNSTI4 100
LEI4 $710
LABELV $712
line 1894
;1894:		client->pers.maxHealth = 100;
ADDRLP4 0
INDIRP4
CNSTI4 1464
ADDP4
CNSTI4 100
ASGNI4
line 1895
;1895:	}
LABELV $710
line 1897
;1896:	// clear entity values
;1897:	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
ADDRLP4 0
INDIRP4
CNSTI4 248
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 1464
ADDP4
INDIRI4
ASGNI4
line 1898
;1898:	client->ps.eFlags = flags;
ADDRLP4 0
INDIRP4
CNSTI4 108
ADDP4
ADDRLP4 108
INDIRI4
ASGNI4
line 1900
;1899:
;1900:	ent->s.groundEntityNum = ENTITYNUM_NONE;
ADDRFP4 0
INDIRP4
CNSTI4 192
ADDP4
CNSTI4 1023
ASGNI4
line 1901
;1901:	ent->client = &level.clients[index];
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
CNSTI4 3024
ADDRLP4 104
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
line 1902
;1902:	ent->takedamage = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 680
ADDP4
CNSTI4 1
ASGNI4
line 1903
;1903:	ent->inuse = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 412
ADDP4
CNSTI4 1
ASGNI4
line 1904
;1904:	ent->classname = "player";
ADDRFP4 0
INDIRP4
CNSTI4 416
ADDP4
ADDRGP4 $713
ASGNP4
line 1905
;1905:	ent->r.contents = CONTENTS_BODY;
ADDRFP4 0
INDIRP4
CNSTI4 340
ADDP4
CNSTI4 256
ASGNI4
line 1906
;1906:	ent->clipmask = MASK_PLAYERSOLID;
ADDRFP4 0
INDIRP4
CNSTI4 508
ADDP4
CNSTI4 273
ASGNI4
line 1907
;1907:	ent->die = player_die;
ADDRFP4 0
INDIRP4
CNSTI4 660
ADDP4
ADDRGP4 player_die
ASGNP4
line 1908
;1908:	ent->waterlevel = 0;
ADDRFP4 0
INDIRP4
CNSTI4 748
ADDP4
CNSTI4 0
ASGNI4
line 1909
;1909:	ent->watertype = 0;
ADDRFP4 0
INDIRP4
CNSTI4 744
ADDP4
CNSTI4 0
ASGNI4
line 1910
;1910:	ent->flags = 0;
ADDRFP4 0
INDIRP4
CNSTI4 472
ADDP4
CNSTI4 0
ASGNI4
line 1912
;1911:	
;1912:	VectorCopy (playerMins, ent->r.mins);
ADDRFP4 0
INDIRP4
CNSTI4 316
ADDP4
ADDRGP4 playerMins
INDIRB
ASGNB 12
line 1913
;1913:	VectorCopy (playerMaxs, ent->r.maxs);
ADDRFP4 0
INDIRP4
CNSTI4 328
ADDP4
ADDRGP4 playerMaxs
INDIRB
ASGNB 12
line 1915
;1914:
;1915:	client->ps.clientNum = index;
ADDRLP4 0
INDIRP4
CNSTI4 144
ADDP4
ADDRLP4 104
INDIRI4
ASGNI4
line 1917
;1916:	//give default weapons
;1917:	client->ps.stats[STAT_WEAPONS] = ( 1 << WP_NONE );
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
CNSTI4 1
ASGNI4
line 1919
;1918:
;1919:	if (g_gametype.integer == GT_TOURNAMENT)
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
NEI4 $714
line 1920
;1920:	{
line 1921
;1921:		wDisable = g_duelWeaponDisable.integer;
ADDRLP4 76
ADDRGP4 g_duelWeaponDisable+12
INDIRI4
ASGNI4
line 1922
;1922:	}
ADDRGP4 $715
JUMPV
LABELV $714
line 1924
;1923:	else
;1924:	{
line 1925
;1925:		wDisable = g_weaponDisable.integer;
ADDRLP4 76
ADDRGP4 g_weaponDisable+12
INDIRI4
ASGNI4
line 1926
;1926:	}
LABELV $715
line 1930
;1927:
;1928:
;1929:
;1930:	if ( g_gametype.integer != GT_HOLOCRON 
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 1
EQI4 $719
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
EQI4 $719
ADDRLP4 996
ADDRGP4 HasSetSaberOnly
CALLI4
ASGNI4
ADDRLP4 996
INDIRI4
CNSTI4 0
NEI4 $719
ADDRGP4 g_forcePowerDisable+12
INDIRI4
ARGI4
ADDRLP4 1000
ADDRGP4 AllForceDisabled
CALLI4
ASGNI4
ADDRLP4 1004
CNSTI4 0
ASGNI4
ADDRLP4 1000
INDIRI4
ADDRLP4 1004
INDIRI4
NEI4 $719
ADDRGP4 g_trueJedi+12
INDIRI4
ADDRLP4 1004
INDIRI4
EQI4 $719
line 1935
;1931:		&& g_gametype.integer != GT_JEDIMASTER 
;1932:		&& !HasSetSaberOnly()
;1933:		&& !AllForceDisabled( g_forcePowerDisable.integer )
;1934:		&& g_trueJedi.integer )
;1935:	{
line 1936
;1936:		if ( g_gametype.integer >= GT_TEAM && (client->sess.sessionTeam == TEAM_BLUE || client->sess.sessionTeam == TEAM_RED) )
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 5
LTI4 $725
ADDRLP4 1008
ADDRLP4 0
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
ASGNI4
ADDRLP4 1008
INDIRI4
CNSTI4 2
EQI4 $728
ADDRLP4 1008
INDIRI4
CNSTI4 1
NEI4 $725
LABELV $728
line 1937
;1937:		{//In Team games, force one side to be merc and other to be jedi
line 1938
;1938:			if ( level.numPlayingClients > 0 )
ADDRGP4 level+80
INDIRI4
CNSTI4 0
LEI4 $729
line 1939
;1939:			{//already someone in the game
line 1940
;1940:				int		i, forceTeam = TEAM_SPECTATOR;
ADDRLP4 1016
CNSTI4 3
ASGNI4
line 1941
;1941:				for ( i = 0 ; i < level.maxclients ; i++ ) 
ADDRLP4 1012
CNSTI4 0
ASGNI4
ADDRGP4 $735
JUMPV
LABELV $732
line 1942
;1942:				{
line 1943
;1943:					if ( level.clients[i].pers.connected == CON_DISCONNECTED ) {
CNSTI4 3024
ADDRLP4 1012
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1380
ADDP4
INDIRI4
CNSTI4 0
NEI4 $737
line 1944
;1944:						continue;
ADDRGP4 $733
JUMPV
LABELV $737
line 1946
;1945:					}
;1946:					if ( level.clients[i].sess.sessionTeam == TEAM_BLUE || level.clients[i].sess.sessionTeam == TEAM_RED ) 
ADDRLP4 1020
CNSTI4 3024
ADDRLP4 1012
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1636
ADDP4
INDIRI4
ASGNI4
ADDRLP4 1020
INDIRI4
CNSTI4 2
EQI4 $741
ADDRLP4 1020
INDIRI4
CNSTI4 1
NEI4 $739
LABELV $741
line 1947
;1947:					{//in-game
line 1948
;1948:						if ( WP_HasForcePowers( &level.clients[i].ps ) )
CNSTI4 3024
ADDRLP4 1012
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ARGP4
ADDRLP4 1024
ADDRGP4 WP_HasForcePowers
CALLI4
ASGNI4
ADDRLP4 1024
INDIRI4
CNSTI4 0
EQI4 $742
line 1949
;1949:						{//this side is using force
line 1950
;1950:							forceTeam = level.clients[i].sess.sessionTeam;
ADDRLP4 1016
CNSTI4 3024
ADDRLP4 1012
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1636
ADDP4
INDIRI4
ASGNI4
line 1951
;1951:						}
ADDRGP4 $734
JUMPV
LABELV $742
line 1953
;1952:						else
;1953:						{//other team is using force
line 1954
;1954:							if ( level.clients[i].sess.sessionTeam == TEAM_BLUE )
CNSTI4 3024
ADDRLP4 1012
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 2
NEI4 $744
line 1955
;1955:							{
line 1956
;1956:								forceTeam = TEAM_RED;
ADDRLP4 1016
CNSTI4 1
ASGNI4
line 1957
;1957:							}
ADDRGP4 $734
JUMPV
LABELV $744
line 1959
;1958:							else
;1959:							{
line 1960
;1960:								forceTeam = TEAM_BLUE;
ADDRLP4 1016
CNSTI4 2
ASGNI4
line 1961
;1961:							}
line 1962
;1962:						}
line 1963
;1963:						break;
ADDRGP4 $734
JUMPV
LABELV $739
line 1965
;1964:					}
;1965:				}
LABELV $733
line 1941
ADDRLP4 1012
ADDRLP4 1012
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $735
ADDRLP4 1012
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $732
LABELV $734
line 1966
;1966:				if ( WP_HasForcePowers( &client->ps ) && client->sess.sessionTeam != forceTeam )
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 1020
ADDRGP4 WP_HasForcePowers
CALLI4
ASGNI4
ADDRLP4 1020
INDIRI4
CNSTI4 0
EQI4 $746
ADDRLP4 0
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
ADDRLP4 1016
INDIRI4
EQI4 $746
line 1967
;1967:				{//using force but not on right team, switch him over
line 1968
;1968:					const char *teamName = TeamName( forceTeam );
ADDRLP4 1016
INDIRI4
ARGI4
ADDRLP4 1028
ADDRGP4 TeamName
CALLP4
ASGNP4
ADDRLP4 1024
ADDRLP4 1028
INDIRP4
ASGNP4
line 1970
;1969:					//client->sess.sessionTeam = forceTeam;
;1970:					SetTeam( ent, (char *)teamName );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 1024
INDIRP4
ARGP4
ADDRGP4 SetTeam
CALLV
pop
line 1971
;1971:					return;
ADDRGP4 $679
JUMPV
LABELV $746
line 1973
;1972:				}
;1973:			}
LABELV $729
line 1974
;1974:		}
LABELV $725
line 1976
;1975:
;1976:		if ( WP_HasForcePowers( &client->ps ) )
ADDRLP4 0
INDIRP4
ARGP4
ADDRLP4 1012
ADDRGP4 WP_HasForcePowers
CALLI4
ASGNI4
ADDRLP4 1012
INDIRI4
CNSTI4 0
EQI4 $748
line 1977
;1977:		{
line 1978
;1978:			client->ps.trueNonJedi = qfalse;
ADDRLP4 0
INDIRP4
CNSTI4 616
ADDP4
CNSTI4 0
ASGNI4
line 1979
;1979:			client->ps.trueJedi = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 612
ADDP4
CNSTI4 1
ASGNI4
line 1981
;1980:			//make sure they only use the saber
;1981:			client->ps.weapon = WP_SABER;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 2
ASGNI4
line 1982
;1982:			client->ps.stats[STAT_WEAPONS] = (1 << WP_SABER);
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
CNSTI4 4
ASGNI4
line 1983
;1983:		}
ADDRGP4 $720
JUMPV
LABELV $748
line 1985
;1984:		else
;1985:		{//no force powers set
line 1986
;1986:			client->ps.trueNonJedi = qtrue;
ADDRLP4 0
INDIRP4
CNSTI4 616
ADDP4
CNSTI4 1
ASGNI4
line 1987
;1987:			client->ps.trueJedi = qfalse;
ADDRLP4 0
INDIRP4
CNSTI4 612
ADDP4
CNSTI4 0
ASGNI4
line 1988
;1988:			if (!wDisable || !(wDisable & (1 << WP_BRYAR_PISTOL)))
ADDRLP4 1020
CNSTI4 0
ASGNI4
ADDRLP4 76
INDIRI4
ADDRLP4 1020
INDIRI4
EQI4 $752
ADDRLP4 76
INDIRI4
CNSTI4 8
BANDI4
ADDRLP4 1020
INDIRI4
NEI4 $750
LABELV $752
line 1989
;1989:			{
line 1990
;1990:				client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
ADDRLP4 1024
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1024
INDIRP4
ADDRLP4 1024
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 1991
;1991:			}
LABELV $750
line 1992
;1992:			if (!wDisable || !(wDisable & (1 << WP_BLASTER)))
ADDRLP4 1028
CNSTI4 0
ASGNI4
ADDRLP4 76
INDIRI4
ADDRLP4 1028
INDIRI4
EQI4 $755
ADDRLP4 76
INDIRI4
CNSTI4 16
BANDI4
ADDRLP4 1028
INDIRI4
NEI4 $753
LABELV $755
line 1993
;1993:			{
line 1994
;1994:				client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BLASTER );
ADDRLP4 1032
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1032
INDIRP4
ADDRLP4 1032
INDIRP4
INDIRI4
CNSTI4 16
BORI4
ASGNI4
line 1995
;1995:			}
LABELV $753
line 1996
;1996:			if (!wDisable || !(wDisable & (1 << WP_BOWCASTER)))
ADDRLP4 1036
CNSTI4 0
ASGNI4
ADDRLP4 76
INDIRI4
ADDRLP4 1036
INDIRI4
EQI4 $758
ADDRLP4 76
INDIRI4
CNSTI4 64
BANDI4
ADDRLP4 1036
INDIRI4
NEI4 $756
LABELV $758
line 1997
;1997:			{
line 1998
;1998:				client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BOWCASTER );
ADDRLP4 1040
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1040
INDIRP4
ADDRLP4 1040
INDIRP4
INDIRI4
CNSTI4 64
BORI4
ASGNI4
line 1999
;1999:			}
LABELV $756
line 2000
;2000:			client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_SABER);
ADDRLP4 1040
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1040
INDIRP4
ADDRLP4 1040
INDIRP4
INDIRI4
CNSTI4 -5
BANDI4
ASGNI4
line 2001
;2001:			client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
ADDRLP4 1044
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1044
INDIRP4
ADDRLP4 1044
INDIRP4
INDIRI4
CNSTI4 2
BORI4
ASGNI4
line 2002
;2002:			client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max;
ADDRLP4 0
INDIRP4
CNSTI4 420
ADDP4
ADDRGP4 ammoData+12
INDIRI4
ASGNI4
line 2003
;2003:			client->ps.weapon = WP_BRYAR_PISTOL;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 3
ASGNI4
line 2004
;2004:		}
line 2005
;2005:	}
ADDRGP4 $720
JUMPV
LABELV $719
line 2007
;2006:	else
;2007:	{//jediVmerc is incompatible with this gametype, turn it off!
line 2008
;2008:		trap_Cvar_Set( "g_jediVmerc", "0" );
ADDRGP4 $760
ARGP4
ADDRGP4 $80
ARGP4
ADDRGP4 trap_Cvar_Set
CALLV
pop
line 2009
;2009:		if (g_gametype.integer == GT_HOLOCRON)
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 1
NEI4 $761
line 2010
;2010:		{
line 2012
;2011:			//always get free saber level 1 in holocron
;2012:			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER );	//these are precached in g_items, ClearRegisteredItems()
ADDRLP4 1008
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1008
INDIRP4
ADDRLP4 1008
INDIRP4
INDIRI4
CNSTI4 4
BORI4
ASGNI4
line 2013
;2013:		}
ADDRGP4 $762
JUMPV
LABELV $761
line 2015
;2014:		else
;2015:		{
line 2016
;2016:			if (client->ps.fd.forcePowerLevel[FP_SABERATTACK])
ADDRLP4 0
INDIRP4
CNSTI4 1004
ADDP4
INDIRI4
CNSTI4 0
EQI4 $764
line 2017
;2017:			{
line 2018
;2018:				client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SABER );	//these are precached in g_items, ClearRegisteredItems()
ADDRLP4 1008
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1008
INDIRP4
ADDRLP4 1008
INDIRP4
INDIRI4
CNSTI4 4
BORI4
ASGNI4
line 2019
;2019:			}
ADDRGP4 $765
JUMPV
LABELV $764
line 2021
;2020:			else
;2021:			{ //if you don't have saber attack rank then you don't get a saber
line 2022
;2022:				client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
ADDRLP4 1008
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1008
INDIRP4
ADDRLP4 1008
INDIRP4
INDIRI4
CNSTI4 2
BORI4
ASGNI4
line 2023
;2023:			}
LABELV $765
line 2024
;2024:		}
LABELV $762
line 2026
;2025:
;2026:		if (!wDisable || !(wDisable & (1 << WP_BRYAR_PISTOL)))
ADDRLP4 1012
CNSTI4 0
ASGNI4
ADDRLP4 76
INDIRI4
ADDRLP4 1012
INDIRI4
EQI4 $768
ADDRLP4 76
INDIRI4
CNSTI4 8
BANDI4
ADDRLP4 1012
INDIRI4
NEI4 $766
LABELV $768
line 2027
;2027:		{
line 2028
;2028:			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
ADDRLP4 1016
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1016
INDIRP4
ADDRLP4 1016
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 2029
;2029:		}
ADDRGP4 $767
JUMPV
LABELV $766
line 2030
;2030:		else if (g_gametype.integer == GT_JEDIMASTER)
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
NEI4 $769
line 2031
;2031:		{
line 2032
;2032:			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BRYAR_PISTOL );
ADDRLP4 1016
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1016
INDIRP4
ADDRLP4 1016
INDIRP4
INDIRI4
CNSTI4 8
BORI4
ASGNI4
line 2033
;2033:		}
LABELV $769
LABELV $767
line 2035
;2034:
;2035:		if (g_gametype.integer == GT_JEDIMASTER)
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 2
NEI4 $772
line 2036
;2036:		{
line 2037
;2037:			client->ps.stats[STAT_WEAPONS] &= ~(1 << WP_SABER);
ADDRLP4 1016
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1016
INDIRP4
ADDRLP4 1016
INDIRP4
INDIRI4
CNSTI4 -5
BANDI4
ASGNI4
line 2038
;2038:			client->ps.stats[STAT_WEAPONS] |= (1 << WP_STUN_BATON);
ADDRLP4 1020
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
ASGNP4
ADDRLP4 1020
INDIRP4
ADDRLP4 1020
INDIRP4
INDIRI4
CNSTI4 2
BORI4
ASGNI4
line 2039
;2039:		}
LABELV $772
line 2041
;2040:
;2041:		if (client->ps.stats[STAT_WEAPONS] & (1 << WP_BRYAR_PISTOL))
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $775
line 2042
;2042:		{
line 2043
;2043:			client->ps.weapon = WP_BRYAR_PISTOL;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 3
ASGNI4
line 2044
;2044:		}
ADDRGP4 $776
JUMPV
LABELV $775
line 2045
;2045:		else if (client->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
INDIRI4
CNSTI4 4
BANDI4
CNSTI4 0
EQI4 $777
line 2046
;2046:		{
line 2047
;2047:			client->ps.weapon = WP_SABER;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 2
ASGNI4
line 2048
;2048:		}
ADDRGP4 $778
JUMPV
LABELV $777
line 2050
;2049:		else
;2050:		{
line 2051
;2051:			client->ps.weapon = WP_STUN_BATON;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 1
ASGNI4
line 2052
;2052:		}
LABELV $778
LABELV $776
line 2053
;2053:	}
LABELV $720
line 2060
;2054:
;2055:	/*
;2056:	client->ps.stats[STAT_HOLDABLE_ITEMS] |= ( 1 << HI_BINOCULARS );
;2057:	client->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(HI_BINOCULARS, IT_HOLDABLE);
;2058:	*/
;2059:
;2060:	client->ps.stats[STAT_HOLDABLE_ITEMS] = 0;
ADDRLP4 0
INDIRP4
CNSTI4 224
ADDP4
CNSTI4 0
ASGNI4
line 2061
;2061:	client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
ADDRLP4 0
INDIRP4
CNSTI4 220
ADDP4
CNSTI4 0
ASGNI4
line 2063
;2062:
;2063:	if ( client->sess.sessionTeam == TEAM_SPECTATOR )
ADDRLP4 0
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
NEI4 $779
line 2064
;2064:	{
line 2065
;2065:		client->ps.stats[STAT_WEAPONS] = 0;
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
CNSTI4 0
ASGNI4
line 2066
;2066:		client->ps.stats[STAT_HOLDABLE_ITEMS] = 0;
ADDRLP4 0
INDIRP4
CNSTI4 224
ADDP4
CNSTI4 0
ASGNI4
line 2067
;2067:		client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
ADDRLP4 0
INDIRP4
CNSTI4 220
ADDP4
CNSTI4 0
ASGNI4
line 2068
;2068:	}
LABELV $779
line 2070
;2069:
;2070:	client->ps.ammo[AMMO_BLASTER] = 100; //ammoData[AMMO_BLASTER].max; //100 seems fair.
ADDRLP4 0
INDIRP4
CNSTI4 416
ADDP4
CNSTI4 100
ASGNI4
line 2083
;2071://	client->ps.ammo[AMMO_POWERCELL] = ammoData[AMMO_POWERCELL].max;
;2072://	client->ps.ammo[AMMO_FORCE] = ammoData[AMMO_FORCE].max;
;2073://	client->ps.ammo[AMMO_METAL_BOLTS] = ammoData[AMMO_METAL_BOLTS].max;
;2074://	client->ps.ammo[AMMO_ROCKETS] = ammoData[AMMO_ROCKETS].max;
;2075:/*
;2076:	client->ps.stats[STAT_WEAPONS] = ( 1 << WP_BRYAR_PISTOL);
;2077:	if ( g_gametype.integer == GT_TEAM ) {
;2078:		client->ps.ammo[WP_BRYAR_PISTOL] = 50;
;2079:	} else {
;2080:		client->ps.ammo[WP_BRYAR_PISTOL] = 100;
;2081:	}
;2082:*/
;2083:	client->ps.rocketLockIndex = MAX_CLIENTS;
ADDRLP4 0
INDIRP4
CNSTI4 580
ADDP4
CNSTI4 32
ASGNI4
line 2084
;2084:	client->ps.rocketLockTime = 0;
ADDRLP4 0
INDIRP4
CNSTI4 588
ADDP4
CNSTF4 0
ASGNF4
line 2095
;2085:
;2086:	//rww - Set here to initialize the circling seeker drone to off.
;2087:	//A quick note about this so I don't forget how it works again:
;2088:	//ps.genericEnemyIndex is kept in sync between the server and client.
;2089:	//When it gets set then an entitystate value of the same name gets
;2090:	//set along with an entitystate flag in the shared bg code. Which
;2091:	//is why a value needs to be both on the player state and entity state.
;2092:	//(it doesn't seem to just carry over the entitystate value automatically
;2093:	//because entity state value is derived from player state data or some
;2094:	//such)
;2095:	client->ps.genericEnemyIndex = -1;
ADDRLP4 0
INDIRP4
CNSTI4 624
ADDP4
CNSTI4 -1
ASGNI4
line 2097
;2096:
;2097:	client->ps.isJediMaster = qfalse;
ADDRLP4 0
INDIRP4
CNSTI4 604
ADDP4
CNSTI4 0
ASGNI4
line 2099
;2098:
;2099:	client->ps.fallingToDeath = 0;
ADDRLP4 0
INDIRP4
CNSTI4 1352
ADDP4
CNSTI4 0
ASGNI4
line 2102
;2100:
;2101:	//Do per-spawn force power initialization
;2102:	WP_SpawnInitForcePowers( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 WP_SpawnInitForcePowers
CALLV
pop
line 2105
;2103:
;2104:	// health will count down towards max_health
;2105:	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] * 1.25;
ADDRLP4 1012
CNSTF4 1067450368
ADDRLP4 0
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
CVIF4 4
MULF4
CVFI4 4
ASGNI4
ADDRLP4 0
INDIRP4
CNSTI4 216
ADDP4
ADDRLP4 1012
INDIRI4
ASGNI4
ADDRFP4 0
INDIRP4
CNSTI4 676
ADDP4
ADDRLP4 1012
INDIRI4
ASGNI4
line 2108
;2106:
;2107:	// Start with a small amount of armor as well.
;2108:	client->ps.stats[STAT_ARMOR] = client->ps.stats[STAT_MAX_HEALTH] * 0.25;
ADDRLP4 0
INDIRP4
CNSTI4 236
ADDP4
CNSTF4 1048576000
ADDRLP4 0
INDIRP4
CNSTI4 248
ADDP4
INDIRI4
CVIF4 4
MULF4
CVFI4 4
ASGNI4
line 2110
;2109:
;2110:	G_SetOrigin( ent, spawn_origin );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 80
ARGP4
ADDRGP4 G_SetOrigin
CALLV
pop
line 2111
;2111:	VectorCopy( spawn_origin, client->ps.origin );
ADDRLP4 0
INDIRP4
CNSTI4 20
ADDP4
ADDRLP4 80
INDIRB
ASGNB 12
line 2114
;2112:
;2113:	// the respawned flag will be cleared after the attack and jump keys come up
;2114:	client->ps.pm_flags |= PMF_RESPAWNED;
ADDRLP4 1020
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 1020
INDIRP4
ADDRLP4 1020
INDIRP4
INDIRI4
CNSTI4 512
BORI4
ASGNI4
line 2116
;2115:
;2116:	trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
ADDRLP4 0
INDIRP4
CVPU4 4
ADDRGP4 level
INDIRP4
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 3024
DIVI4
ARGI4
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1384
ADDP4
ARGP4
ADDRGP4 trap_GetUsercmd
CALLV
pop
line 2117
;2117:	SetClientViewAngle( ent, spawn_angles );
ADDRFP4 0
INDIRP4
ARGP4
ADDRLP4 92
ARGP4
ADDRGP4 SetClientViewAngle
CALLV
pop
line 2119
;2118:
;2119:	if ( ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
NEI4 $781
line 2121
;2120:
;2121:	} else {
ADDRGP4 $782
JUMPV
LABELV $781
line 2122
;2122:		G_KillBox( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_KillBox
CALLV
pop
line 2123
;2123:		trap_LinkEntity (ent);
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 2126
;2124:
;2125:		// force the base weapon up
;2126:		client->ps.weapon = WP_BRYAR_PISTOL;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 3
ASGNI4
line 2127
;2127:		client->ps.weaponstate = FIRST_WEAPON;
ADDRLP4 0
INDIRP4
CNSTI4 152
ADDP4
CNSTI4 3
ASGNI4
line 2129
;2128:
;2129:	}
LABELV $782
line 2132
;2130:
;2131:	// don't allow full run speed for a bit
;2132:	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
ADDRLP4 1024
ADDRLP4 0
INDIRP4
CNSTI4 12
ADDP4
ASGNP4
ADDRLP4 1024
INDIRP4
ADDRLP4 1024
INDIRP4
INDIRI4
CNSTI4 64
BORI4
ASGNI4
line 2133
;2133:	client->ps.pm_time = 100;
ADDRLP4 0
INDIRP4
CNSTI4 16
ADDP4
CNSTI4 100
ASGNI4
line 2135
;2134:
;2135:	client->respawnTime = level.time;
ADDRLP4 0
INDIRP4
CNSTI4 1860
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 2136
;2136:	client->inactivityTime = level.time + g_inactivity.integer * 1000;
ADDRLP4 0
INDIRP4
CNSTI4 1864
ADDP4
ADDRGP4 level+32
INDIRI4
CNSTI4 1000
ADDRGP4 g_inactivity+12
INDIRI4
MULI4
ADDI4
ASGNI4
line 2137
;2137:	client->latched_buttons = 0;
ADDRLP4 0
INDIRP4
CNSTI4 1780
ADDP4
CNSTI4 0
ASGNI4
line 2140
;2138:
;2139:	// set default animations
;2140:	client->ps.torsoAnim = WeaponReadyAnim[client->ps.weapon];
ADDRLP4 0
INDIRP4
CNSTI4 100
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 WeaponReadyAnim
ADDP4
INDIRI4
ASGNI4
line 2141
;2141:	client->ps.legsAnim = WeaponReadyAnim[client->ps.weapon];
ADDRLP4 0
INDIRP4
CNSTI4 92
ADDP4
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
INDIRI4
CNSTI4 2
LSHI4
ADDRGP4 WeaponReadyAnim
ADDP4
INDIRI4
ASGNI4
line 2143
;2142:
;2143:	if ( level.intermissiontime ) {
ADDRGP4 level+9008
INDIRI4
CNSTI4 0
EQI4 $786
line 2144
;2144:		MoveClientToIntermission( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 MoveClientToIntermission
CALLV
pop
line 2145
;2145:	} else {
ADDRGP4 $787
JUMPV
LABELV $786
line 2147
;2146:		// fire the targets of the spawn point
;2147:		G_UseTargets( spawnPoint, ent );
ADDRLP4 72
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 G_UseTargets
CALLV
pop
line 2151
;2148:
;2149:		// select the highest weapon number available, after any
;2150:		// spawn given items have fired
;2151:		client->ps.weapon = 1;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
CNSTI4 1
ASGNI4
line 2152
;2152:		for ( i = WP_NUM_WEAPONS - 1 ; i > 0 ; i-- ) {
ADDRLP4 4
CNSTI4 15
ASGNI4
LABELV $789
line 2153
;2153:			if ( client->ps.stats[STAT_WEAPONS] & ( 1 << i ) ) {
ADDRLP4 0
INDIRP4
CNSTI4 232
ADDP4
INDIRI4
CNSTI4 1
ADDRLP4 4
INDIRI4
LSHI4
BANDI4
CNSTI4 0
EQI4 $793
line 2154
;2154:				client->ps.weapon = i;
ADDRLP4 0
INDIRP4
CNSTI4 148
ADDP4
ADDRLP4 4
INDIRI4
ASGNI4
line 2155
;2155:				break;
ADDRGP4 $791
JUMPV
LABELV $793
line 2157
;2156:			}
;2157:		}
LABELV $790
line 2152
ADDRLP4 4
ADDRLP4 4
INDIRI4
CNSTI4 1
SUBI4
ASGNI4
ADDRLP4 4
INDIRI4
CNSTI4 0
GTI4 $789
LABELV $791
line 2158
;2158:	}
LABELV $787
line 2162
;2159:
;2160:	// run a client frame to drop exactly to the floor,
;2161:	// initialize animations and other things
;2162:	client->ps.commandTime = level.time - 100;
ADDRLP4 0
INDIRP4
ADDRGP4 level+32
INDIRI4
CNSTI4 100
SUBI4
ASGNI4
line 2163
;2163:	ent->client->pers.cmd.serverTime = level.time;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1384
ADDP4
ADDRGP4 level+32
INDIRI4
ASGNI4
line 2164
;2164:	ClientThink( ent-g_entities );
ADDRFP4 0
INDIRP4
CVPU4 4
ADDRGP4 g_entities
CVPU4 4
SUBU4
CVUI4 4
CNSTI4 852
DIVI4
ARGI4
ADDRGP4 ClientThink
CALLV
pop
line 2167
;2165:
;2166:	// positively link the client, even if the command times are weird
;2167:	if ( ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
EQI4 $797
line 2168
;2168:		BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 BG_PlayerStateToEntityState
CALLV
pop
line 2169
;2169:		VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
ADDRLP4 1036
ADDRFP4 0
INDIRP4
ASGNP4
ADDRLP4 1036
INDIRP4
CNSTI4 368
ADDP4
ADDRLP4 1036
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 20
ADDP4
INDIRB
ASGNB 12
line 2170
;2170:		trap_LinkEntity( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 trap_LinkEntity
CALLV
pop
line 2171
;2171:	}
LABELV $797
line 2173
;2172:
;2173:	if (g_spawnInvulnerability.integer)
ADDRGP4 g_spawnInvulnerability+12
INDIRI4
CNSTI4 0
EQI4 $799
line 2174
;2174:	{
line 2175
;2175:		ent->client->ps.eFlags |= EF_INVULNERABLE;
ADDRLP4 1036
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 108
ADDP4
ASGNP4
ADDRLP4 1036
INDIRP4
ADDRLP4 1036
INDIRP4
INDIRI4
CNSTI4 67108864
BORI4
ASGNI4
line 2176
;2176:		ent->client->invulnerableTimer = level.time + g_spawnInvulnerability.integer;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1752
ADDP4
ADDRGP4 level+32
INDIRI4
ADDRGP4 g_spawnInvulnerability+12
INDIRI4
ADDI4
ASGNI4
line 2177
;2177:	}
LABELV $799
line 2179
;2178:
;2179:	if (cm_savedualblade.integer == 1 && ent->client->pers.dualBlade == qtrue) {
ADDRLP4 1036
CNSTI4 1
ASGNI4
ADDRGP4 cm_savedualblade+12
INDIRI4
ADDRLP4 1036
INDIRI4
NEI4 $804
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1632
ADDP4
INDIRI4
ADDRLP4 1036
INDIRI4
NEI4 $804
line 2180
;2180:		ent->client->ps.dualBlade = qtrue;
ADDRFP4 0
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1364
ADDP4
CNSTI4 1
ASGNI4
line 2181
;2181:	}
LABELV $804
line 2184
;2182:
;2183:	// run the presend to set anything else
;2184:	ClientEndFrame( ent );
ADDRFP4 0
INDIRP4
ARGP4
ADDRGP4 ClientEndFrame
CALLV
pop
line 2187
;2185:
;2186:	// clear entity state values
;2187:	BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
ADDRLP4 0
INDIRP4
ARGP4
ADDRFP4 0
INDIRP4
ARGP4
CNSTI4 1
ARGI4
ADDRGP4 BG_PlayerStateToEntityState
CALLV
pop
line 2188
;2188:}
LABELV $679
endproc ClientSpawn 1048 16
export ClientDisconnect
proc ClientDisconnect 36 8
line 2203
;2189:
;2190:
;2191:/*
;2192:===========
;2193:ClientDisconnect
;2194:
;2195:Called when a player drops from the server.
;2196:Will not be called between levels.
;2197:
;2198:This should NOT be called directly by any game logic,
;2199:call trap_DropClient(), which will call this and do
;2200:server system housekeeping.
;2201:============
;2202:*/
;2203:void ClientDisconnect( int clientNum ) {
line 2210
;2204:	gentity_t	*ent;
;2205:	gentity_t	*tent;
;2206:	int			i;
;2207:
;2208:	// cleanup if we are kicking a bot that
;2209:	// hasn't spawned yet
;2210:	G_RemoveQueuedBotBegin( clientNum );
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 G_RemoveQueuedBotBegin
CALLV
pop
line 2212
;2211:
;2212:	ent = g_entities + clientNum;
ADDRLP4 4
CNSTI4 852
ADDRFP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ASGNP4
line 2213
;2213:	if ( !ent->client ) {
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CVPU4 4
CNSTU4 0
NEU4 $808
line 2214
;2214:		return;
ADDRGP4 $807
JUMPV
LABELV $808
line 2217
;2215:	}
;2216:
;2217:	i = 0;
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $811
JUMPV
LABELV $810
line 2220
;2218:
;2219:	while (i < NUM_FORCE_POWERS)
;2220:	{
line 2221
;2221:		if (ent->client->ps.fd.forcePowersActive & (1 << i))
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 848
ADDP4
INDIRI4
CNSTI4 1
ADDRLP4 0
INDIRI4
LSHI4
BANDI4
CNSTI4 0
EQI4 $813
line 2222
;2222:		{
line 2223
;2223:			WP_ForcePowerStop(ent, i);
ADDRLP4 4
INDIRP4
ARGP4
ADDRLP4 0
INDIRI4
ARGI4
ADDRGP4 WP_ForcePowerStop
CALLV
pop
line 2224
;2224:		}
LABELV $813
line 2225
;2225:		i++;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 2226
;2226:	}
LABELV $811
line 2219
ADDRLP4 0
INDIRI4
CNSTI4 18
LTI4 $810
line 2228
;2227:
;2228:	i = TRACK_CHANNEL_1;
ADDRLP4 0
CNSTI4 51
ASGNI4
ADDRGP4 $816
JUMPV
LABELV $815
line 2231
;2229:
;2230:	while (i < NUM_TRACK_CHANNELS)
;2231:	{
line 2232
;2232:		if (ent->client->ps.fd.killSoundEntIndex[i-50] && ent->client->ps.fd.killSoundEntIndex[i-50] < MAX_GENTITIES && ent->client->ps.fd.killSoundEntIndex[i-50] > 0)
ADDRLP4 12
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
CNSTI4 200
SUBI4
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1200
ADDP4
ADDP4
INDIRI4
ASGNI4
ADDRLP4 16
CNSTI4 0
ASGNI4
ADDRLP4 12
INDIRI4
ADDRLP4 16
INDIRI4
EQI4 $818
ADDRLP4 12
INDIRI4
CNSTI4 1024
GEI4 $818
ADDRLP4 12
INDIRI4
ADDRLP4 16
INDIRI4
LEI4 $818
line 2233
;2233:		{
line 2234
;2234:			G_MuteSound(ent->client->ps.fd.killSoundEntIndex[i-50], CHAN_VOICE);
ADDRLP4 0
INDIRI4
CNSTI4 2
LSHI4
CNSTI4 200
SUBI4
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1200
ADDP4
ADDP4
INDIRI4
ARGI4
CNSTI4 3
ARGI4
ADDRGP4 G_MuteSound
CALLV
pop
line 2235
;2235:		}
LABELV $818
line 2236
;2236:		i++;
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 2237
;2237:	}
LABELV $816
line 2230
ADDRLP4 0
INDIRI4
CNSTI4 56
LTI4 $815
line 2238
;2238:	i = 0;
ADDRLP4 0
CNSTI4 0
ASGNI4
line 2241
;2239:
;2240:	// stop any following clients
;2241:	for ( i = 0 ; i < level.maxclients ; i++ ) {
ADDRLP4 0
CNSTI4 0
ASGNI4
ADDRGP4 $823
JUMPV
LABELV $820
line 2242
;2242:		if ( level.clients[i].sess.sessionTeam == TEAM_SPECTATOR
ADDRLP4 12
CNSTI4 3024
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
NEI4 $825
ADDRLP4 12
INDIRP4
CNSTI4 1644
ADDP4
INDIRI4
CNSTI4 2
NEI4 $825
ADDRLP4 12
INDIRP4
CNSTI4 1648
ADDP4
INDIRI4
ADDRFP4 0
INDIRI4
NEI4 $825
line 2244
;2243:			&& level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW
;2244:			&& level.clients[i].sess.spectatorClient == clientNum ) {
line 2245
;2245:			StopFollowing( &g_entities[i] );
CNSTI4 852
ADDRLP4 0
INDIRI4
MULI4
ADDRGP4 g_entities
ADDP4
ARGP4
ADDRGP4 StopFollowing
CALLV
pop
line 2246
;2246:		}
LABELV $825
line 2247
;2247:	}
LABELV $821
line 2241
ADDRLP4 0
ADDRLP4 0
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
LABELV $823
ADDRLP4 0
INDIRI4
ADDRGP4 level+24
INDIRI4
LTI4 $820
line 2250
;2248:
;2249:	// send effect if they were completely connected
;2250:	if ( ent->client->pers.connected == CON_CONNECTED 
ADDRLP4 12
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
ASGNP4
ADDRLP4 12
INDIRP4
CNSTI4 1380
ADDP4
INDIRI4
CNSTI4 2
NEI4 $827
ADDRLP4 12
INDIRP4
CNSTI4 1636
ADDP4
INDIRI4
CNSTI4 3
EQI4 $827
line 2251
;2251:		&& ent->client->sess.sessionTeam != TEAM_SPECTATOR ) {
line 2252
;2252:		tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 20
ADDP4
ARGP4
CNSTI4 60
ARGI4
ADDRLP4 16
ADDRGP4 G_TempEntity
CALLP4
ASGNP4
ADDRLP4 8
ADDRLP4 16
INDIRP4
ASGNP4
line 2253
;2253:		tent->s.clientNum = ent->s.clientNum;
ADDRLP4 20
CNSTI4 220
ASGNI4
ADDRLP4 8
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
ADDRLP4 4
INDIRP4
ADDRLP4 20
INDIRI4
ADDP4
INDIRI4
ASGNI4
line 2257
;2254:
;2255:		// They don't get to take powerups with them!
;2256:		// Especially important for stuff like CTF flags
;2257:		TossClientItems( ent );
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 TossClientItems
CALLV
pop
line 2258
;2258:	}
LABELV $827
line 2260
;2259:
;2260:	G_LogPrintf( "ClientDisconnect: %i\n", clientNum );
ADDRGP4 $829
ARGP4
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 G_LogPrintf
CALLV
pop
line 2263
;2261:
;2262:	// if we are playing in tourney mode, give a win to the other player and clear his frags for this round
;2263:	if ( (g_gametype.integer == GT_TOURNAMENT )
ADDRGP4 g_gametype+12
INDIRI4
CNSTI4 3
NEI4 $830
ADDRLP4 16
CNSTI4 0
ASGNI4
ADDRGP4 level+9008
INDIRI4
ADDRLP4 16
INDIRI4
NEI4 $830
ADDRGP4 level+16
INDIRI4
ADDRLP4 16
INDIRI4
NEI4 $830
line 2265
;2264:		&& !level.intermissiontime
;2265:		&& !level.warmupTime ) {
line 2266
;2266:		if ( level.sortedClients[1] == clientNum ) {
ADDRGP4 level+84+4
INDIRI4
ADDRFP4 0
INDIRI4
NEI4 $835
line 2267
;2267:			level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] = 0;
CNSTI4 3024
ADDRGP4 level+84
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 280
ADDP4
CNSTI4 0
ASGNI4
line 2268
;2268:			level.clients[ level.sortedClients[0] ].sess.wins++;
ADDRLP4 20
CNSTI4 3024
ADDRGP4 level+84
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1652
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 2269
;2269:			ClientUserinfoChanged( level.sortedClients[0] );
ADDRGP4 level+84
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 2270
;2270:		}
ADDRGP4 $836
JUMPV
LABELV $835
line 2271
;2271:		else if ( level.sortedClients[0] == clientNum ) {
ADDRGP4 level+84
INDIRI4
ADDRFP4 0
INDIRI4
NEI4 $842
line 2272
;2272:			level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] = 0;
CNSTI4 3024
ADDRGP4 level+84+4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 280
ADDP4
CNSTI4 0
ASGNI4
line 2273
;2273:			level.clients[ level.sortedClients[1] ].sess.wins++;
ADDRLP4 20
CNSTI4 3024
ADDRGP4 level+84+4
INDIRI4
MULI4
ADDRGP4 level
INDIRP4
ADDP4
CNSTI4 1652
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 1
ADDI4
ASGNI4
line 2274
;2274:			ClientUserinfoChanged( level.sortedClients[1] );
ADDRGP4 level+84+4
INDIRI4
ARGI4
ADDRGP4 ClientUserinfoChanged
CALLV
pop
line 2275
;2275:		}
LABELV $842
LABELV $836
line 2276
;2276:	}
LABELV $830
line 2278
;2277:
;2278:	trap_UnlinkEntity (ent);
ADDRLP4 4
INDIRP4
ARGP4
ADDRGP4 trap_UnlinkEntity
CALLV
pop
line 2279
;2279:	ent->s.modelindex = 0;
ADDRLP4 4
INDIRP4
CNSTI4 212
ADDP4
CNSTI4 0
ASGNI4
line 2280
;2280:	ent->inuse = qfalse;
ADDRLP4 4
INDIRP4
CNSTI4 412
ADDP4
CNSTI4 0
ASGNI4
line 2281
;2281:	ent->classname = "disconnected";
ADDRLP4 4
INDIRP4
CNSTI4 416
ADDP4
ADDRGP4 $851
ASGNP4
line 2282
;2282:	ent->client->pers.connected = CON_DISCONNECTED;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1380
ADDP4
CNSTI4 0
ASGNI4
line 2283
;2283:	ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 292
ADDP4
CNSTI4 0
ASGNI4
line 2284
;2284:	ent->client->sess.sessionTeam = TEAM_FREE;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1636
ADDP4
CNSTI4 0
ASGNI4
line 2287
;2285:
;2286:	//cm NOTE: Don't forget to add persistant flags here
;2287:	ent->client->pers.amempower = qfalse;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1532
ADDP4
CNSTI4 0
ASGNI4
line 2288
;2288:	ent->client->pers.amterminator = qfalse;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1536
ADDP4
CNSTI4 0
ASGNI4
line 2289
;2289:	ent->client->pers.amsilence = qfalse;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1540
ADDP4
CNSTI4 0
ASGNI4
line 2290
;2290:	ent->client->pers.ampunish = qfalse;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1544
ADDP4
CNSTI4 0
ASGNI4
line 2291
;2291:	ent->client->pers.amsleep = qfalse;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1548
ADDP4
CNSTI4 0
ASGNI4
line 2292
;2292:	ent->client->pers.amclanreserved = 0;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1552
ADDP4
CNSTI4 0
ASGNI4
line 2293
;2293:	ent->client->pers.dualBlade = qfalse;
ADDRLP4 4
INDIRP4
CNSTI4 408
ADDP4
INDIRP4
CNSTI4 1632
ADDP4
CNSTI4 0
ASGNI4
line 2294
;2294:	ent->r.svFlags &= ~SVF_ADMIN1; // prevent admin from being carried over to new players and bots
ADDRLP4 20
ADDRLP4 4
INDIRP4
CNSTI4 304
ADDP4
ASGNP4
ADDRLP4 20
INDIRP4
ADDRLP4 20
INDIRP4
INDIRI4
CNSTI4 -65537
BANDI4
ASGNI4
line 2295
;2295:	ent->r.svFlags &= ~SVF_ADMIN2;
ADDRLP4 24
ADDRLP4 4
INDIRP4
CNSTI4 304
ADDP4
ASGNP4
ADDRLP4 24
INDIRP4
ADDRLP4 24
INDIRP4
INDIRI4
CNSTI4 -536870913
BANDI4
ASGNI4
line 2296
;2296:	ent->r.svFlags &= ~SVF_ADMIN3;
ADDRLP4 28
ADDRLP4 4
INDIRP4
CNSTI4 304
ADDP4
ASGNP4
ADDRLP4 28
INDIRP4
ADDRLP4 28
INDIRP4
INDIRI4
CNSTI4 -4194305
BANDI4
ASGNI4
line 2297
;2297:	ent->r.svFlags &= ~SVF_CLAN;
ADDRLP4 32
ADDRLP4 4
INDIRP4
CNSTI4 304
ADDP4
ASGNP4
ADDRLP4 32
INDIRP4
ADDRLP4 32
INDIRP4
INDIRI4
CNSTI4 -524289
BANDI4
ASGNI4
line 2299
;2298:
;2299:	trap_SetConfigstring( CS_PLAYERS + clientNum, "");
ADDRFP4 0
INDIRI4
CNSTI4 544
ADDI4
ARGI4
ADDRGP4 $550
ARGP4
ADDRGP4 trap_SetConfigstring
CALLV
pop
line 2301
;2300:
;2301:	CalculateRanks();
ADDRGP4 CalculateRanks
CALLV
pop
line 2303
;2302:
;2303:	if ( ent->r.svFlags & SVF_BOT ) {
ADDRLP4 4
INDIRP4
CNSTI4 304
ADDP4
INDIRI4
CNSTI4 8
BANDI4
CNSTI4 0
EQI4 $852
line 2304
;2304:		BotAIShutdownClient( clientNum, qfalse );
ADDRFP4 0
INDIRI4
ARGI4
CNSTI4 0
ARGI4
ADDRGP4 BotAIShutdownClient
CALLI4
pop
line 2305
;2305:	}
LABELV $852
line 2307
;2306:
;2307:	G_ClearClientLog(clientNum);
ADDRFP4 0
INDIRI4
ARGI4
ADDRGP4 G_ClearClientLog
CALLV
pop
line 2308
;2308:}
LABELV $807
endproc ClientDisconnect 36 8
import WP_HasForcePowers
import G_WriteClientSessionData
import Q_stristr
bss
export Client_Force
align 4
LABELV Client_Force
skip 15104
import G_CheckMaxConnections
import trap_ROFF_Purge_Ent
import trap_ROFF_Play
import trap_ROFF_Cache
import trap_ROFF_UpdateEntities
import trap_ROFF_Clean
import trap_SP_GetStringTextString
import trap_SP_Register
import trap_SP_RegisterServer
import trap_SnapVector
import trap_GeneticParentsAndChildSelection
import trap_BotResetWeaponState
import trap_BotFreeWeaponState
import trap_BotAllocWeaponState
import trap_BotLoadWeaponWeights
import trap_BotGetWeaponInfo
import trap_BotChooseBestFightWeapon
import trap_BotAddAvoidSpot
import trap_BotInitMoveState
import trap_BotFreeMoveState
import trap_BotAllocMoveState
import trap_BotPredictVisiblePosition
import trap_BotMovementViewTarget
import trap_BotReachabilityArea
import trap_BotResetLastAvoidReach
import trap_BotResetAvoidReach
import trap_BotMoveInDirection
import trap_BotMoveToGoal
import trap_BotResetMoveState
import trap_BotFreeGoalState
import trap_BotAllocGoalState
import trap_BotMutateGoalFuzzyLogic
import trap_BotSaveGoalFuzzyLogic
import trap_BotInterbreedGoalFuzzyLogic
import trap_BotFreeItemWeights
import trap_BotLoadItemWeights
import trap_BotUpdateEntityItems
import trap_BotInitLevelItems
import trap_BotSetAvoidGoalTime
import trap_BotAvoidGoalTime
import trap_BotGetLevelItemGoal
import trap_BotGetMapLocationGoal
import trap_BotGetNextCampSpotGoal
import trap_BotItemGoalInVisButNotVisible
import trap_BotTouchingGoal
import trap_BotChooseNBGItem
import trap_BotChooseLTGItem
import trap_BotGetSecondGoal
import trap_BotGetTopGoal
import trap_BotGoalName
import trap_BotDumpGoalStack
import trap_BotDumpAvoidGoals
import trap_BotEmptyGoalStack
import trap_BotPopGoal
import trap_BotPushGoal
import trap_BotResetAvoidGoals
import trap_BotRemoveFromAvoidGoals
import trap_BotResetGoalState
import trap_BotSetChatName
import trap_BotSetChatGender
import trap_BotLoadChatFile
import trap_BotReplaceSynonyms
import trap_UnifyWhiteSpaces
import trap_BotMatchVariable
import trap_BotFindMatch
import trap_StringContains
import trap_BotGetChatMessage
import trap_BotEnterChat
import trap_BotChatLength
import trap_BotReplyChat
import trap_BotNumInitialChats
import trap_BotInitialChat
import trap_BotNumConsoleMessages
import trap_BotNextConsoleMessage
import trap_BotRemoveConsoleMessage
import trap_BotQueueConsoleMessage
import trap_BotFreeChatState
import trap_BotAllocChatState
import trap_Characteristic_String
import trap_Characteristic_BInteger
import trap_Characteristic_Integer
import trap_Characteristic_BFloat
import trap_Characteristic_Float
import trap_BotFreeCharacter
import trap_BotLoadCharacter
import trap_EA_ResetInput
import trap_EA_GetInput
import trap_EA_EndRegular
import trap_EA_ForcePower
import trap_EA_Alt_Attack
import trap_EA_View
import trap_EA_Move
import trap_EA_DelayedJump
import trap_EA_Jump
import trap_EA_SelectWeapon
import trap_EA_MoveRight
import trap_EA_MoveLeft
import trap_EA_MoveBack
import trap_EA_MoveForward
import trap_EA_MoveDown
import trap_EA_MoveUp
import trap_EA_Crouch
import trap_EA_Respawn
import trap_EA_Use
import trap_EA_Attack
import trap_EA_Talk
import trap_EA_Gesture
import trap_EA_Action
import trap_EA_Command
import trap_EA_SayTeam
import trap_EA_Say
import trap_AAS_PredictClientMovement
import trap_AAS_Swimming
import trap_AAS_AlternativeRouteGoals
import trap_AAS_PredictRoute
import trap_AAS_EnableRoutingArea
import trap_AAS_AreaTravelTimeToGoalArea
import trap_AAS_AreaReachability
import trap_AAS_IntForBSPEpairKey
import trap_AAS_FloatForBSPEpairKey
import trap_AAS_VectorForBSPEpairKey
import trap_AAS_ValueForBSPEpairKey
import trap_AAS_NextBSPEntity
import trap_AAS_PointContents
import trap_AAS_TraceAreas
import trap_AAS_PointReachabilityAreaIndex
import trap_AAS_PointAreaNum
import trap_AAS_Time
import trap_AAS_PresenceTypeBoundingBox
import trap_AAS_Initialized
import trap_AAS_EntityInfo
import trap_AAS_AreaInfo
import trap_AAS_BBoxAreas
import trap_BotUserCommand
import trap_BotGetServerCommand
import trap_BotGetSnapshotEntity
import trap_BotLibTest
import trap_BotLibUpdateEntity
import trap_BotLibLoadMap
import trap_BotLibStartFrame
import trap_BotLibDefine
import trap_BotLibVarGet
import trap_BotLibVarSet
import trap_BotLibShutdown
import trap_BotLibSetup
import trap_DebugPolygonDelete
import trap_DebugPolygonCreate
import trap_GetEntityToken
import trap_GetUsercmd
import trap_BotFreeClient
import trap_BotAllocateClient
import trap_EntityContact
import trap_EntitiesInBox
import trap_UnlinkEntity
import trap_LinkEntity
import trap_AreasConnected
import trap_AdjustAreaPortalState
import trap_InPVSIgnorePortals
import trap_InPVS
import trap_PointContents
import trap_Trace
import trap_SetBrushModel
import trap_GetServerinfo
import trap_SetUserinfo
import trap_GetUserinfo
import trap_GetConfigstring
import trap_SetConfigstring
import trap_SendServerCommand
import trap_DropClient
import trap_LocateGameData
import trap_Cvar_VariableStringBuffer
import trap_Cvar_VariableValue
import trap_Cvar_VariableIntegerValue
import trap_Cvar_Set
import trap_Cvar_Update
import trap_Cvar_Register
import trap_SendConsoleCommand
import trap_FS_GetFileList
import trap_FS_FCloseFile
import trap_FS_Write
import trap_FS_Read
import trap_FS_FOpenFile
import trap_Args
import trap_Argv
import trap_Argc
import trap_Milliseconds
import trap_Error
import trap_Printf
import cm_botsattackhumans
import cm_clanLogout_saying
import cm_clanLogin_saying
import cm_teleport_saying
import cm_slay_saying
import cm_sleep_off_saying
import cm_sleep_on_saying
import cm_punish_off_saying
import cm_punish_on_saying
import cm_slap_saying
import cm_silence_off_saying
import cm_silence_on_saying
import cm_protect_off_saying
import cm_protect_on_saying
import cm_terminator_off_saying
import cm_terminator_on_saying
import cm_empower_off_saying
import cm_empower_on_saying
import cm_AdminLogout3_saying
import cm_AdminLogout2_saying
import cm_AdminLogout1_saying
import cm_AdminLogin3_saying
import cm_AdminLogin2_saying
import cm_AdminLogin1_saying
import cm_adminPassword3
import cm_adminPassword2
import cm_adminPassword1
import cm_clanPassword
import cm_voteControl
import cm_emoteControl
import cm_adminControl3
import cm_adminControl2
import cm_adminControl1
import cm_adminLevel3
import cm_adminLevel2
import cm_adminLevel1
import cm_report
import cm_clanTag
import cm_badwords
import sv_maxConnections
import cm_autoprotecttime
import cm_knockmedown
import cm_blacknames
import cm_duelshield
import cm_duelhealth
import cm_duelradius
import cm_duelstatus
import mod_pushall
import cm_samenames
import cm_duelbeginsaberoff
import cm_multiduels
import cm_savedualblade
import cm_dualblade
import cm_motd_time
import cm_motd
import cm_console_motd
import g_austrian
import g_saberDebugPrint
import g_saberDmgDelay_Wound
import g_saberDmgDelay_Idle
import g_saberDmgVelocityScale
import g_timeouttospec
import g_forceDodge
import g_dismember
import g_singlePlayer
import g_enableBreath
import g_enableDust
import g_rankings
import pmove_msec
import pmove_fixed
import g_smoothClients
import g_blueteam
import g_redteam
import g_debugUp
import g_debugRight
import g_debugForward
import g_filterBan
import g_banIPs
import g_teamForceBalance
import g_teamAutoJoin
import g_allowVote
import g_blood
import g_doWarmup
import g_warmup
import g_motd
import g_synchronousClients
import g_adaptRespawn
import g_weaponTeamRespawn
import g_weaponRespawn
import g_debugDamage
import g_debugAlloc
import g_debugMove
import g_inactivity
import g_forcerespawn
import g_quadfactor
import g_knockback
import g_speed
import g_gravity
import g_needpass
import g_password
import g_friendlySaber
import g_friendlyFire
import g_saberInterpolate
import g_capturelimit
import g_timelimit
import g_duel_fraglimit
import g_fraglimit
import g_duelWeaponDisable
import g_fraglimitVoteCorrection
import g_allowDuelSuicide
import g_weaponDisable
import g_forcePowerDisable
import g_spawnInvulnerability
import g_forceRegenTime
import g_saberDamageScale
import g_slowmoDuelEnd
import g_logClientInfo
import g_saberBoxTraceSize
import g_saberAlwaysBoxTrace
import g_saberGhoul2Collision
import g_saberTraceSaberFirst
import g_saberLockFactor
import g_saberLocking
import g_privateDuel
import g_forceBasedTeams
import g_maxForceRank
import g_dmflags
import g_autoMapCycle
import g_trueJedi
import g_restarted
import g_maxGameClients
import g_maxclients
import g_cheats
import g_dedicated
import g_gametype
import g_entities
import level
import Pickup_Team
import CheckTeamStatus
import TeamplayInfoMessage
import Team_GetLocationMsg
import Team_GetLocation
import SelectSagaSpawnPoint
import SelectCTFSpawnPoint
import Team_FreeEntity
import Team_ReturnFlag
import Team_InitGame
import Team_CheckHurtCarrier
import Team_FragBonuses
import Team_DroppedFlagThink
import AddTeamScore
import TeamColorString
import OtherTeamName
import TeamName
import OtherTeam
import BotAIStartFrame
import BotAIShutdownClient
import BotAISetupClient
import BotAILoadMap
import BotAIShutdown
import BotAISetup
import B_CleanupAlloc
import B_InitAlloc
import InFieldOfVision
import BotOrder
import OrgVisible
import InitSagaMode
import G_ClearClientLog
import G_LogExit
import G_LogWeaponOutput
import G_LogWeaponInit
import G_LogWeaponItem
import G_LogWeaponPowerup
import G_LogWeaponFrag
import G_LogWeaponDeath
import G_LogWeaponKill
import G_LogWeaponDamage
import G_LogWeaponFire
import G_LogWeaponPickup
import Jedi_DodgeEvasion
import ForceTelepathy
import ForceThrow
import ForceSeeing
import ForceTeamForceReplenish
import ForceTeamHeal
import ForceAbsorb
import ForceProtect
import ForceGrip
import ForceRage
import ForceSpeed
import ForceHeal
import ForcePowerUsableOn
import WP_ForcePowersUpdate
import WP_SpawnInitForcePowers
import WP_InitForcePowers
import WP_SaberInitBladeData
import WP_SaberCanBlock
import WP_SaberPositionUpdate
import WP_ForcePowerStop
import HasSetSaberOnly
import G_PreDefSound
import G_RefreshNextMap
import G_DoesMapSupportGametype
import BotInterbreedEndMatch
import Svcmd_BotList_f
import Svcmd_AddBot_f
import G_BotConnect
import G_RemoveQueuedBotBegin
import G_CheckBotSpawn
import G_GetBotInfoByName
import G_GetBotInfoByNumber
import G_InitBots
import UpdateTournamentInfo
import G_WriteSessionData
import G_InitWorldSession
import G_InitSessionData
import G_ReadSessionData
import Svcmd_GameMem_f
import G_InitMemory
import G_Alloc
import Team_CheckDroppedItem
import OnSameTeam
import G_RunClient
import ClientEndFrame
import ClientThink
import G_CheckClientTimeouts
import ClientCommand
import G_GetStripEdString
import G_Error
import G_Printf
import SendScoreboardMessageToAllClients
import G_LogPrintf
import G_RunThink
import CheckTeamLeader
import SetLeader
import FindIntermissionPoint
import gSlowMoDuelTime
import gDoSlowMoDuel
import g_ff_objectives
import DeathmatchScoreboardMessage
import G_SetStats
import MoveClientToIntermission
import BlowDetpacks
import FireWeapon
import G_FilterPacket
import G_ProcessIPBans
import ConsoleCommand
import CalculateRanks
import AddScore
import player_die
import BeginIntermission
import CheckGauntletAttack
import SnapVectorTowards
import CalcMuzzlePoint
import LogAccuracyHit
import WP_FireGenericBlasterMissile
import WP_FireTurretMissile
import G_CreateExampleAnimEnt
import G_PlayerBecomeATST
import ATST_ManageDamageBoxes
import TeleportPlayer
import trigger_teleporter_touch
import Touch_DoorTrigger
import G_RunMover
import WP_FireBlasterMissile
import G_ExplodeMissile
import G_BounceProjectile
import CreateMissile
import G_RunMissile
import G_ReflectMissile
import gGAvoidDismember
import G_CheckForDismemberment
import ExplodeDeath
import TossClientCubes
import TossClientItems
import TossClientWeapon
import body_die
import G_RadiusDamage
import G_Damage
import CanDamage
import trap_G2API_SetBoneAnim
import trap_G2API_GetGLAName
import trap_G2API_SetBoneAngles
import trap_G2API_CollisionDetect
import trap_G2API_CleanGhoul2Models
import trap_G2API_RemoveGhoul2Model
import trap_G2API_HasGhoul2ModelOnIndex
import trap_G2API_DuplicateGhoul2Instance
import trap_G2API_CopySpecificGhoul2Model
import trap_G2API_CopyGhoul2Instance
import trap_G2API_SetBoltInfo
import trap_G2API_AddBolt
import trap_G2API_InitGhoul2Model
import trap_G2API_GetBoltMatrix_NoRecNoRot
import trap_G2API_GetBoltMatrix_NoReconstruct
import trap_G2API_GetBoltMatrix
import trap_G2_HaveWeGhoul2Models
import trap_G2_SetGhoul2ModelIndexes
import trap_G2_ListModelBones
import trap_G2_ListModelSurfaces
import G_SkinIndex
import BuildShaderStateConfig
import AddRemap
import G_SetOrigin
import G_AddEvent
import G_AddPredictableEvent
import vtos
import tv
import G_RunObject
import G_TouchSolids
import G_TouchTriggers
import G_EntitiesFree
import G_FreeEntity
import G_KillG2Queue
import G_SendG2KillQueue
import TryUse
import G_EntitySound
import G_SoundAtLoc
import G_Sound
import G_MuteSound
import G_ScreenShake
import G_PlayEffect
import G_TempEntity
import G_Spawn
import G_InitGentity
import G_SetAngles
import G_SetMovedir
import G_UseTargets
import G_PickTarget
import G_RadiusList
import G_Find
import G_KillBox
import G_TeamCommand
import G_EffectIndex
import G_SoundIndex
import G_ModelIndex
import SaveRegisteredItems
import RegisterItem
import ClearRegisteredItems
import Touch_Item
import Add_Ammo
import ArmorIndex
import Think_Weapon
import FinishSpawningItem
import G_SpawnItem
import SetRespawn
import LaunchItem
import Drop_Item
import PrecacheItem
import UseHoldableItem
import ResetItem
import RespawnItem
import G_RunItem
import G_CheckTeamItems
import ItemUse_MedPack
import ItemUse_Seeker
import ItemUse_Sentry
import ItemUse_Shield
import ItemUse_Binoculars
import G_GetDuelWinner
import Cmd_EngageDuel_f
import Cmd_ToggleSaber_f
import G_ItemUsable
import Cmd_SaberAttackCycle_f
import Cmd_FollowCycle_f
import SetTeam
import BroadcastTeamChange
import StopFollowing
import Cmd_Score_f
import G_NewString
import G_SpawnEntitiesFromString
import G_SpawnVector
import G_SpawnInt
import G_SpawnFloat
import G_SpawnString
import gEscapeTime
import gEscaping
import precachedKyle
import forcePowerDarkLight
import WeaponAttackAnim
import WeaponReadyAnim
import BG_OutOfMemory
import BG_StringAlloc
import BG_TempFree
import BG_TempAlloc
import BG_AllocUnaligned
import BG_Alloc
import BG_CanUseFPNow
import BG_HasYsalamiri
import BG_GetItemIndexByTag
import BG_ParseAnimationFile
import BG_PlayerTouchesItem
import BG_PlayerStateToEntityStateExtraPolate
import BG_PlayerStateToEntityState
import BG_TouchJumpPad
import BG_AddPredictableEventToPlayerstate
import BG_EvaluateTrajectoryDelta
import BG_EvaluateTrajectory
import BG_ForcePowerDrain
import BG_SaberStartTransAnim
import BG_InDeathAnim
import BG_InRoll
import BG_KnockawayForParry
import BG_BrokenParryForParry
import BG_BrokenParryForAttack
import BG_SaberInSpecialAttack
import BG_SpinningSaberAnim
import BG_FlippingAnim
import BG_SaberInIdle
import BG_SaberInSpecial
import BG_SaberInAttack
import BG_DirectFlippingAnim
import BG_InSaberStandAnim
import BG_InSpecialJump
import BG_LegalizedForcePowers
import saberMoveData
import BG_CanItemBeGrabbed
import BG_FindItemForHoldable
import BG_FindItemForPowerup
import BG_FindItemForWeapon
import BG_FindItem
import vectoyaw
import bg_numItems
import bg_itemlist
import Pmove
import PM_UpdateViewAngles
import pm
import bgForcePowerCost
import forceMasteryPoints
import forceMasteryLevels
import bgGlobalAnimations
import BGPAFtextLoaded
import forcePowerSorted
import WP_MuzzlePoint
import ammoData
import weaponData
import GetStringForID
import GetIDForString
import Q_irand
import irand
import flrand
import Rand_Init
import Com_Printf
import Com_Error
import Info_NextPair
import Info_Validate
import Info_SetValueForKey_Big
import Info_SetValueForKey
import Info_RemoveKey_big
import Info_RemoveKey
import Info_ValueForKey
import va
import Q_CleanStr
import Q_PrintStrlen
import Q_strcat
import Q_strncpyz
import Q_strrchr
import Q_strupr
import Q_strlwr
import Q_stricmpn
import Q_strncmp
import Q_stricmp
import Q_isalpha
import Q_isupper
import Q_islower
import Q_isprint
import Com_sprintf
import Parse3DMatrix
import Parse2DMatrix
import Parse1DMatrix
import SkipRestOfLine
import SkipBracedSection
import COM_MatchToken
import COM_ParseVec4
import COM_ParseFloat
import COM_ParseInt
import COM_ParseString
import COM_ParseWarning
import COM_ParseError
import COM_Compress
import COM_ParseExt
import COM_Parse
import SkipWhitespace
import COM_GetCurrentParseLine
import COM_BeginParseSession
import COM_DefaultExtension
import COM_StripExtension
import COM_SkipPath
import Com_Clamp
import PerpendicularVector
import AngleVectors
import MatrixMultiply
import MakeNormalVectors
import RotateAroundDirection
import RotatePointAroundVector
import ProjectPointOnPlane
import PlaneFromPoints
import AngleDelta
import AngleNormalize180
import AngleNormalize360
import AnglesSubtract
import AngleSubtract
import LerpAngle
import AngleMod
import BoxOnPlaneSide
import SetPlaneSignbits
import AxisCopy
import AxisClear
import AnglesToAxis
import vectoangles
import Q_crandom
import Q_random
import Q_rand
import Q_acos
import Q_log2
import VectorRotate
import Vector4Scale
import VectorNormalize2
import VectorNormalize
import CrossProduct
import VectorInverse
import VectorNormalizeFast
import DistanceSquared
import Distance
import VectorLengthSquared
import VectorLength
import VectorCompare
import AddPointToBounds
import ClearBounds
import RadiusFromBounds
import NormalizeColor
import ColorBytes4
import ColorBytes3
import _VectorMA
import _VectorScale
import _VectorCopy
import _VectorAdd
import _VectorSubtract
import _DotProduct
import ByteToDir
import DirToByte
import powf
import ClampShort
import ClampChar
import Q_rsqrt
import Q_fabs
import axisDefault
import vec3_origin
import g_color_table
import colorDkBlue
import colorLtBlue
import colorDkGrey
import colorMdGrey
import colorLtGrey
import colorWhite
import colorCyan
import colorMagenta
import colorYellow
import colorBlue
import colorGreen
import colorRed
import colorBlack
import colorTable
import bytedirs
import Com_Memcpy
import Com_Memset
import Hunk_Alloc
import forceSpeedLevels
import FloatSwap
import LongSwap
import ShortSwap
import acos
import fabs
import abs
import tan
import atan2
import cos
import sin
import sqrt
import floor
import ceil
import memcpy
import memset
import memmove
import sscanf
import vsprintf
import _atoi
import atoi
import _atof
import atof
import toupper
import tolower
import strncpy
import strstr
import strchr
import strcmp
import strcpy
import strcat
import strlen
import rand
import srand
import qsort
lit
align 1
LABELV $851
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LABELV $829
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LABELV $760
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LABELV $713
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LABELV $669
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LABELV $665
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align 1
LABELV $659
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LABELV $658
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align 1
LABELV $655
char 1 67
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char 1 116
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LABELV $654
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align 1
LABELV $641
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LABELV $640
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align 1
LABELV $639
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align 1
LABELV $638
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align 1
LABELV $637
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align 1
LABELV $636
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align 1
LABELV $620
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align 1
LABELV $615
char 1 82
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align 1
LABELV $605
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align 1
LABELV $602
char 1 80
char 1 76
char 1 67
char 1 79
char 1 78
char 1 78
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char 1 84
char 1 0
align 1
LABELV $601
char 1 112
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char 1 105
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char 1 32
char 1 34
char 1 37
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char 1 32
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char 1 10
char 1 34
char 1 0
align 1
LABELV $598
char 1 67
char 1 108
char 1 105
char 1 101
char 1 110
char 1 116
char 1 67
char 1 111
char 1 110
char 1 110
char 1 101
char 1 99
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char 1 32
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char 1 0
align 1
LABELV $597
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char 1 111
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char 1 111
char 1 110
char 1 110
char 1 101
char 1 99
char 1 116
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char 1 97
char 1 105
char 1 108
char 1 101
char 1 100
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align 1
LABELV $573
char 1 70
char 1 97
char 1 107
char 1 101
char 1 32
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char 1 101
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char 1 46
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align 1
LABELV $571
char 1 99
char 1 108
char 1 95
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char 1 117
char 1 105
char 1 100
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align 1
LABELV $570
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align 1
LABELV $567
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char 1 86
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align 1
LABELV $564
char 1 110
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align 1
LABELV $559
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align 1
LABELV $554
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align 1
LABELV $551
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char 1 111
char 1 117
char 1 32
char 1 100
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char 1 33
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align 1
LABELV $550
char 1 0
align 1
LABELV $545
char 1 66
char 1 97
char 1 110
char 1 110
char 1 101
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char 1 46
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align 1
LABELV $541
char 1 67
char 1 108
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char 1 116
char 1 85
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align 1
LABELV $537
char 1 110
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char 1 105
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align 1
LABELV $536
char 1 115
char 1 107
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align 1
LABELV $535
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align 1
LABELV $532
char 1 103
char 1 95
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char 1 117
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char 1 116
char 1 101
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align 1
LABELV $531
char 1 103
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char 1 100
char 1 116
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char 1 97
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align 1
LABELV $530
char 1 99
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char 1 108
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align 1
LABELV $529
char 1 99
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align 1
LABELV $528
char 1 116
char 1 101
char 1 97
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char 1 97
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char 1 107
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align 1
LABELV $524
char 1 116
char 1 101
char 1 97
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char 1 111
char 1 118
char 1 101
char 1 114
char 1 108
char 1 97
char 1 121
char 1 0
align 1
LABELV $519
char 1 98
char 1 0
align 1
LABELV $518
char 1 98
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char 1 117
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char 1 0
align 1
LABELV $514
char 1 114
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align 1
LABELV $513
char 1 114
char 1 101
char 1 100
char 1 0
align 1
LABELV $510
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char 1 101
char 1 97
char 1 109
char 1 0
align 1
LABELV $504
char 1 102
char 1 111
char 1 114
char 1 99
char 1 101
char 1 112
char 1 111
char 1 119
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char 1 114
char 1 115
char 1 0
align 1
LABELV $503
char 1 109
char 1 111
char 1 100
char 1 101
char 1 108
char 1 0
align 1
LABELV $502
char 1 116
char 1 101
char 1 97
char 1 109
char 1 95
char 1 109
char 1 111
char 1 100
char 1 101
char 1 108
char 1 0
align 1
LABELV $495
char 1 80
char 1 76
char 1 82
char 1 69
char 1 78
char 1 65
char 1 77
char 1 69
char 1 0
align 1
LABELV $494
char 1 112
char 1 114
char 1 105
char 1 110
char 1 116
char 1 32
char 1 34
char 1 37
char 1 115
char 1 94
char 1 55
char 1 32
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char 1 115
char 1 32
char 1 37
char 1 115
char 1 10
char 1 34
char 1 0
align 1
LABELV $489
char 1 37
char 1 115
char 1 40
char 1 37
char 1 100
char 1 41
char 1 0
align 1
LABELV $482
char 1 115
char 1 99
char 1 111
char 1 114
char 1 101
char 1 98
char 1 111
char 1 97
char 1 114
char 1 100
char 1 0
align 1
LABELV $458
char 1 110
char 1 97
char 1 109
char 1 101
char 1 0
align 1
LABELV $455
char 1 99
char 1 103
char 1 95
char 1 112
char 1 114
char 1 101
char 1 100
char 1 105
char 1 99
char 1 116
char 1 73
char 1 116
char 1 101
char 1 109
char 1 115
char 1 0
align 1
LABELV $454
char 1 108
char 1 111
char 1 99
char 1 97
char 1 108
char 1 104
char 1 111
char 1 115
char 1 116
char 1 0
align 1
LABELV $451
char 1 105
char 1 112
char 1 0
align 1
LABELV $450
char 1 92
char 1 110
char 1 97
char 1 109
char 1 101
char 1 92
char 1 98
char 1 97
char 1 100
char 1 105
char 1 110
char 1 102
char 1 111
char 1 0
align 1
LABELV $446
char 1 112
char 1 114
char 1 105
char 1 110
char 1 116
char 1 34
char 1 94
char 1 51
char 1 68
char 1 111
char 1 110
char 1 39
char 1 116
char 1 32
char 1 70
char 1 108
char 1 111
char 1 111
char 1 100
char 1 46
char 1 32
char 1 94
char 1 53
char 1 65
char 1 108
char 1 108
char 1 111
char 1 119
char 1 32
char 1 94
char 1 50
char 1 49
char 1 32
char 1 94
char 1 53
char 1 115
char 1 101
char 1 99
char 1 111
char 1 110
char 1 100
char 1 32
char 1 98
char 1 101
char 1 116
char 1 119
char 1 101
char 1 101
char 1 110
char 1 32
char 1 99
char 1 104
char 1 97
char 1 110
char 1 103
char 1 101
char 1 115
char 1 46
char 1 10
char 1 34
char 1 0
align 1
LABELV $436
char 1 42
char 1 102
char 1 108
char 1 97
char 1 115
char 1 104
char 1 0
align 1
LABELV $430
char 1 99
char 1 114
char 1 97
char 1 110
char 1 105
char 1 117
char 1 109
char 1 0
align 1
LABELV $428
char 1 117
char 1 112
char 1 112
char 1 101
char 1 114
char 1 95
char 1 108
char 1 117
char 1 109
char 1 98
char 1 97
char 1 114
char 1 0
align 1
LABELV $426
char 1 109
char 1 111
char 1 100
char 1 101
char 1 108
char 1 95
char 1 114
char 1 111
char 1 111
char 1 116
char 1 0
align 1
LABELV $425
char 1 42
char 1 108
char 1 95
char 1 104
char 1 97
char 1 110
char 1 100
char 1 0
align 1
LABELV $424
char 1 42
char 1 114
char 1 95
char 1 104
char 1 97
char 1 110
char 1 100
char 1 0
align 1
LABELV $419
char 1 47
char 1 97
char 1 110
char 1 105
char 1 109
char 1 97
char 1 116
char 1 105
char 1 111
char 1 110
char 1 46
char 1 99
char 1 102
char 1 103
char 1 0
align 1
LABELV $416
char 1 70
char 1 97
char 1 105
char 1 108
char 1 101
char 1 100
char 1 32
char 1 116
char 1 111
char 1 32
char 1 108
char 1 111
char 1 97
char 1 100
char 1 32
char 1 97
char 1 110
char 1 105
char 1 109
char 1 97
char 1 116
char 1 105
char 1 111
char 1 110
char 1 32
char 1 102
char 1 105
char 1 108
char 1 101
char 1 32
char 1 37
char 1 115
char 1 10
char 1 0
align 1
LABELV $415
char 1 109
char 1 111
char 1 100
char 1 101
char 1 108
char 1 115
char 1 47
char 1 112
char 1 108
char 1 97
char 1 121
char 1 101
char 1 114
char 1 115
char 1 47
char 1 95
char 1 104
char 1 117
char 1 109
char 1 97
char 1 110
char 1 111
char 1 105
char 1 100
char 1 47
char 1 97
char 1 110
char 1 105
char 1 109
char 1 97
char 1 116
char 1 105
char 1 111
char 1 110
char 1 46
char 1 99
char 1 102
char 1 103
char 1 0
align 1
LABELV $404
char 1 109
char 1 111
char 1 100
char 1 101
char 1 108
char 1 115
char 1 47
char 1 112
char 1 108
char 1 97
char 1 121
char 1 101
char 1 114
char 1 115
char 1 47
char 1 107
char 1 121
char 1 108
char 1 101
char 1 47
char 1 109
char 1 111
char 1 100
char 1 101
char 1 108
char 1 46
char 1 103
char 1 108
char 1 109
char 1 0
align 1
LABELV $397
char 1 80
char 1 97
char 1 100
char 1 97
char 1 119
char 1 97
char 1 110
char 1 0
align 1
LABELV $257
char 1 98
char 1 111
char 1 100
char 1 121
char 1 113
char 1 117
char 1 101
char 1 0
align 1
LABELV $225
char 1 67
char 1 111
char 1 117
char 1 108
char 1 100
char 1 110
char 1 39
char 1 116
char 1 32
char 1 102
char 1 105
char 1 110
char 1 100
char 1 32
char 1 97
char 1 32
char 1 115
char 1 112
char 1 97
char 1 119
char 1 110
char 1 32
char 1 112
char 1 111
char 1 105
char 1 110
char 1 116
char 1 0
align 1
LABELV $149
char 1 66
char 1 69
char 1 67
char 1 79
char 1 77
char 1 69
char 1 74
char 1 77
char 1 0
align 1
LABELV $148
char 1 83
char 1 86
char 1 73
char 1 78
char 1 71
char 1 65
char 1 77
char 1 69
char 1 0
align 1
LABELV $147
char 1 99
char 1 112
char 1 32
char 1 34
char 1 37
char 1 115
char 1 32
char 1 37
char 1 115
char 1 10
char 1 34
char 1 0
align 1
LABELV $141
char 1 37
char 1 105
char 1 0
align 1
LABELV $108
char 1 109
char 1 111
char 1 100
char 1 101
char 1 108
char 1 115
char 1 47
char 1 119
char 1 101
char 1 97
char 1 112
char 1 111
char 1 110
char 1 115
char 1 50
char 1 47
char 1 115
char 1 97
char 1 98
char 1 101
char 1 114
char 1 47
char 1 115
char 1 97
char 1 98
char 1 101
char 1 114
char 1 95
char 1 119
char 1 46
char 1 103
char 1 108
char 1 109
char 1 0
align 1
LABELV $103
char 1 45
char 1 49
char 1 0
align 1
LABELV $87
char 1 105
char 1 110
char 1 102
char 1 111
char 1 95
char 1 112
char 1 108
char 1 97
char 1 121
char 1 101
char 1 114
char 1 95
char 1 100
char 1 101
char 1 97
char 1 116
char 1 104
char 1 109
char 1 97
char 1 116
char 1 99
char 1 104
char 1 0
align 1
LABELV $83
char 1 110
char 1 111
char 1 104
char 1 117
char 1 109
char 1 97
char 1 110
char 1 115
char 1 0
align 1
LABELV $80
char 1 48
char 1 0
align 1
LABELV $79
char 1 110
char 1 111
char 1 98
char 1 111
char 1 116
char 1 115
char 1 0
